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Can I read Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences on EtoBox?
Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences by Kendra M. L. Cooper, Antonio Bucchiarone, (eds.) is a nonfiction available to read on EtoBox.
What is Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences about?
The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts. One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of serious games for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of
Who reads Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences?
It is typically read by self-directed learners exploring a subject in depth.
Common subject areas: history, science, philosophy, social sciences.
- Author
- Kendra M. L. Cooper, Antonio Bucchiarone, (eds.)
- Publisher
- Springer International Publishing
- Published
- 2023
- Language
- EN
- ISBN
- 9783031333385
- Category
- nonfiction
- Subjects
- Science, Games, Business
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