Title Details: | |
Serious Digital Games |
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Other Titles: |
Theory, Design, and Development |
Authors: |
Karasavvidis, Ilias |
Reviewer: |
Politis, Panagiotis |
Subject: | HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATIONAL TECHNOLOGY HUMANITIES AND ARTS > EDUCATION AND EDUCATION SCIENCES > EDUCATIONAL TECHNOLOGY > EDUCATIONAL SOFTWARE |
Keywords: |
Game
Digital Game Serious Digital Game Digital Game Elements Game System Operational Rules Constitutive Rules Game Mechanics Design Of Serious Digital Games Models of Serious Digital Games Design Composite Model of Serious Digital Games Design Dimensions of Serious Digital Games Design Serious Games Design Document Concept Art Polygonal Modeling Digital Sculpting Procedural Modeling Textures Texture Maps Baking Levels of Detail Animation Digital Animation Skeleton Rig Forward Kinematics Inverse Kinematics Lighting Light Sources Shadows Shading Post-Processing Effects Game Engine Game Logic Programming Visual Programming High-Level Language Programming Object-Oriented Programming |
Description: | |
Abstract: |
This textbook provides a comprehensive overview of α rationale for the design and development of Serious Digital Games (SDG). It addresses the gap between conventional game design, which prioritize entertainment, and SDG, which are specifically crafted to facilitate learning. The book is structured into four distinct sections. The first section explores the concept of games and contextualizes it within the literature. It delves into the definitions of games and SDG, while also presenting the main theoretical frameworks that underpin various conceptualizations of games. This section concludes with an in-depth review of empirical research on how digital games contribute to learning. The second section addresses issues related to SDG. Specifically, the main game components are presented: system, rules, mechanics, and story. Additionally, various SDG models are comparatively examined. Finally, a comprehensive synthetic model for SDG design is introduced that integrates four main dimensions: conventional, academic, narrative, and learning. The third section delves into the processes involved in game asset development. Based on the serious game scenario, an overview of the process of concept art is briefly presented. Next, the various modeling techniques are analyzed and the principal methods for texture creation are illustrated and explained. Furthermore, the process of animation is introduced using skeletal systems and rigs. This section is concluded with a presentation of lighting, shadows, and rendering. The final section explores issues related to programming the game logic. Specifically, the main game engine sub-systems are presented and the script creation processes are analyzed, discussing both visual scripting and high-level language scripting. Overall, this textbook serves as a comprehensive guide to the design and development of SDG. It offers a grounded approach that integrates educational, learning, artistic, and technical dimensions.
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Linguistic Editors: |
Rinou, Maria |
Technical Editors: |
Theodosiou, Sevasti |
Graphic Editors: |
Theodosiou, Sevasti |
Type: |
Undergraduate textbook |
Creation Date: | 01-10-2024 |
Item Details: | |
ISBN |
978-618-228-290-8 |
License: |
Attribution - NonCommercial - ShareAlike 4.0 International (CC BY-NC-SA 4.0) |
DOI | http://dx.doi.org/10.57713/kallipos-1039 |
Handle | http://hdl.handle.net/11419/14022 |
Bibliographic Reference: | Karasavvidis, I. (2024). Serious Digital Games [Undergraduate textbook]. Kallipos, Open Academic Editions. https://dx.doi.org/10.57713/kallipos-1039 |
Language: |
Greek |
Consists of: |
1. Serious Digital Games: Introduction 2. Learning With Digital Games: Theoretical Approaches 3. Learning With Digital Games: Review of Empirical Research 4. Design of Digital Games 5. Design of Serious Digital Games – Part I 6. Design of Serious Digital Games – Part II 7. Game Asset Development – Part I 8. Game Asset Development – Part II 9. Game Asset Development – Part III 10. Game Logic Programming – Part I 11. Game Logic Programming – Part II 12. Game Logic Programming – Part III |
Number of pages |
320 |
Publication Origin: |
Kallipos, Open Academic Editions |
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