Serious Games Games That Educate, Train, and Inform

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Edition: 1st
Format: Paperback
Pub. Date: 2005-10-10
Publisher(s): Cengage Learning PTR
List Price: $35.00

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Summary

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. Serious Games: Games That Educate, Train, and Inform” teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. Serious Games” shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.

Table of Contents

Introduction xv
PART 1 What Are Serious Games?
1(44)
New Opportunities for Game Developers
3(14)
Serious Games Can Reduce Risk by Using Existing Technology and Content
4(3)
Serious Games Can Keep Teams Busy between Retail Projects
7(3)
Serious Games Can Experiment with Alternative Play Styles
10(1)
Serious Games Can Experiment with Alternative Distribution
11(1)
Serious Games Can Open Up New Funding Possibilities
12(1)
Serious Games Can Make You Part of Your Community
13(1)
On the Other Hand
14(2)
Conclusion
16(1)
Serious Games Defined
17(12)
What Is a Game?
18(2)
Where's the Fun?
20(1)
What Is a Serious Game?
21(3)
More Than ``Just Edutainment''
24(1)
Why Use Serious Games?
24(2)
What Can Serious Games Teach?
26(1)
Conclusion
27(2)
Serious Games Design and Development Issues
29(16)
How Do Serious Games Differ from Entertainment Games?
30(10)
Design Considerations: Assumptions to Avoid
31(5)
Testing and Integration
36(4)
Additional Design Issues
40(3)
Importance of Fun
40(2)
Getting Players to Play
42(1)
Conclusion
43(2)
PART 2 Serious Games Markets
45(188)
Military Games
47(36)
Serious Games in the Military
50(15)
Wargames, Simulations, and the Cold War
50(4)
Simulators--the Other Wargames
54(1)
Modern Training for Modern Wars
55(10)
Developing Serious Games for the Military
65(15)
Sensitive Information, Top Secret Data, and Security Clearances
66(3)
Technology Re-Use Issues
69(1)
Developing for the Military
70(4)
The Small Business Innovation Research (SBIR) Program
74(6)
The Small Business Technology Transfer (STTR) Program
80(1)
Pitching to the Military
80(2)
Conclusion
82(1)
Government Games
83(28)
Survey of Government Games
84(11)
National Agencies
84(5)
Case Study---Fire Fighter Training
89(3)
State or Provincial Agencies
92(2)
State-Level Case Study--Caltrans Project Management Simulation
94(1)
Developing Government Games
95(14)
Designing
96(3)
Pitching
99(2)
Local Level
101(1)
Developing for the Government
102(7)
Conclusion
109(2)
Educational Games
111(34)
Games in the Classroom
112(13)
Personal Computers, the Internet, and Edutainment
112(3)
Why Use Games in the Classroom?
115(4)
The Future of Games in the Classroom
119(2)
Research into Games and Education
121(1)
Getting into the Classroom Case Study---Power Politics III
122(3)
Developing Educational Games
125(17)
Design Issues
126(11)
Fun in Games Case Study---Hidden Agenda Contest
137(2)
Pitching Educational Games
139(1)
Development Issues
140(2)
Conclusion
142(3)
Corporate Games
145(34)
Games at Work
146(7)
Computers, the Internet, and E-Learning
146(2)
Games and Gamers on the Clock
148(4)
Going Beyond E-Learning Case Study--PIXELearning
152(1)
Developing Games for the Workplace
153(23)
Design Issues
154(8)
Pitching
162(7)
Entertainment to Training Case Study--Cyberlore Studios
169(3)
Development Issues
172(4)
Conclusion
176(3)
Healthcare Games
179(24)
Games for Physical and Mental Health
180(17)
Hospitals and Medicine
181(12)
Mental Health--Game Therapy
193(2)
Treating Phobias Case Study---the Virtual Reality Medical Center
195(2)
Developing Games for Healthcare
197(5)
Design Issues
197(2)
Pitching
199(2)
Development Issues
201(1)
Conclusion
202(1)
Political, Religious, and Art Games
203(26)
Political Games
204(12)
Survey of Political Games
205(4)
Political Game Case Study---PeaceMaker
209(4)
Developing Political Games
213(3)
Religious Games
216(5)
Survey of Religious Games
217(1)
Religious Game Development Case Study---The Interactive Parables
218(1)
Developing Religious Games
219(2)
Art Games
221(6)
What Are Art Games?
221(2)
Art Game Case Study---Waco Resurrection
223(2)
Developing Art Games
225(2)
Conclusion
227(2)
Final Thoughts
229(4)
In Conclusion
232(1)
PART 3 Appendixes
233(2)
Appendix A Resources
235(8)
Conferences
235(4)
Serious Games Summit D. C.
235(1)
G.A.M.E.S. Synergy Summit
236(1)
The Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)
236(1)
Visuals and Simulation Technology Conference and Exhibition (ViSTech)
236(1)
Education Arcade Games in Education Conference
237(1)
Games, Learning, and Society Conference
237(1)
Video Game/Entertainment Industry Technology and Medicine Conference
237(1)
Games for Health
237(1)
Medicine Meets Virtual Reality
238(1)
Cyber Therapy Conference
238(1)
Future Play
238(1)
Free Play: Next Wave Independent Game Developers Conference
238(1)
Christian Game Developers Conference
239(1)
Organizations
239(2)
International Simulation and Gaming Association (ISAGA)
239(1)
The American Society of Trainers and Developers (ASTD)
239(1)
Digital Games Research Association (DiGRA)
240(1)
International Association of Games Education Research (IAGER)
240(1)
Games for Change (G4C)
240(1)
Christian Game Developers Foundation (CGDF)
240(1)
Contests
241(1)
Hidden Agenda
241(1)
Web Sites
241(1)
Publications
241(2)
Appendix B Serious Games Survey Results
243(16)
Survey Notes
243(1)
Demographic Information
244(2)
Serious Game Projects
246(7)
Serious Games--The Future
253(2)
Conferences
255(4)
Appendix C Bibliography
259(6)
Glossary 265(6)
Index 271

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