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  • Textbook
  • © 2016

Entertainment Computing and Serious Games

International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers

  • Made for students, researchers and people interested in the topic
  • Provides an introduction as well as a state-of-the-art analysis of entertainment computing and serious games
  • Serves as a basis for people who want to start research in this area
  • Includes supplementary material: sn.pub/extras

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 9970)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

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Table of contents (19 chapters)

  1. Front Matter

    Pages I-VIII
  2. Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games

    • Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust
    Pages 1-16
  3. A Brief History of Serious Games

    • Phil Wilkinson
    Pages 17-41
  4. Ethical Stewardship: Designing Serious Games Seriously

    • Alyea Sandovar, Eelco Braad, Alexander Streicher, Heinrich Söbke
    Pages 42-62
  5. The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis

    • Phil Wilkinson, Thomas Joseph Matthews
    Pages 63-91
  6. Processes and Models for Serious Game Design and Development

    • Eelco Braad, Gregor Žavcer, Alyea Sandovar
    Pages 92-118
  7. Taxonomy of Game Development Approaches

    • Mohamed Abbadi
    Pages 119-147
  8. Serious Games Architectures and Engines

    • Heinrich Söbke, Alexander Streicher
    Pages 148-173
  9. Content Generation for Serious Games

    • Rahul Dey, Johannes Konert
    Pages 174-188
  10. Games for Learning

    • Michaela Slussareff, Eelco Braad, Philip Wilkinson, Björn Strååt
    Pages 189-211
  11. Games for Health

    • Jan D. Smeddinck
    Pages 212-264
  12. Serious Games Evaluation: Processes, Models, and Concepts

    • Katharina Emmerich, Mareike Bockholt
    Pages 265-283
  13. Operationalization and Measurement of Evaluation Constructs

    • Katharina Emmerich, Natalya Bogacheva, Mareike Bockholt, Viktor Wendel
    Pages 306-331
  14. Personalized and Adaptive Serious Games

    • Alexander Streicher, Jan D. Smeddinck
    Pages 332-377
  15. Affective Computing in Games

    • Benjamin Guthier, Ralf Dörner, Hector P. Martinez
    Pages 402-441
  16. Social Network Games

    • Johannes Konert, Heinrich Söbke, Viktor Wendel
    Pages 442-474
  17. Pervasive Games

    • Leif Oppermann, Michaela Slussareff
    Pages 475-520
  18. Storytelling in Serious Games

    • Antonia Kampa, Susanne Haake, Paolo Burelli
    Pages 521-539

About this book

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.

The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015. 

Editors and Affiliations

  • RheinMain University of Applied Sciences , Wiesbaden, Germany

    Ralf Dörner

  • Technische Universität Darmstadt , Darmstadt, Germany

    Stefan Göbel

  • TU Graz , Graz, Austria

    Michael Kickmeier-Rust

  • University of Duisburg-Essen , Duisburg, Germany

    Maic Masuch

  • TU Kaiserslautern , Kaiserslautern, Germany

    Katharina Zweig

About the editors

Young researchers participating in the GI-Dagstuhl seminar on “Entertainment Computing and Serious Games” 

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access