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