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eBook Story and Simulations for Serious Games: Tales from the Trenches download

by Nick Iuppa

eBook Story and Simulations for Serious Games: Tales from the Trenches download ISBN: 024080788X
Author: Nick Iuppa
Publisher: Focal Press (November 29, 2006)
Language: English
Pages: 272
ePub: 1592 kb
Fb2: 1623 kb
Rating: 4.3
Other formats: azw lrf rtf doc
Category: Art and Photo
Subcategory: Other Media

This book examines how to create an engaging, effective story . Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level.

This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and d story experiences.

This book examines how to create an engaging, effective story (necessary to teach . MAN IN THE LOOP vs THE AUTOMATED GAME MANAGER. 111. Completing the pyramid. Army, Department of Defense, as well as other educational simulations.

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Army, Department of Defense, as well as other educational simulations. Lists with This Book. This book is not yet featured on Listopia.

Iuppa, . Borst, T. (2007). Story and Simulations for Serious Games. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation

Iuppa, . This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation.

This book examines how to create an engaging, effective stor. By Nick Iuppa, Terry Borst. ; Part eight: the future of distance learning; 33. The Role Of Story In Building Immersive Distance Learning Experiences; 34. Techniques For Collaborative Simulations; 35. Evaluation Techniques For Distance Learning Simulations; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; 36. On-Line Collaborative Games; 37.

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Stories In Commercial Games (The back story and the ongoing story as used in commercial games, their value and effect on massively multiplayer games, PC games and console games; the consequences of their use in commercial game design, other ways of thinking about stories within commercial games); PART FOUR: GAME DESIGN; 1. Organizing Events Into Storylines (How to assemble teaching points in such a way that they form a meaningful and coherent story in which the entire experience serves the critical objective of the lesson); 15.

Finding books BookSee BookSee - Download books for free. Story and Simulations for Serious Games: Tales from the Trenches. Nick Iuppa, Terry Borst.

Выделяйте текст, добавляйте закладки и делайте заметки, скачав книгу "Story and Simulations for Serious Games .

Выделяйте текст, добавляйте закладки и делайте заметки, скачав книгу "Story and Simulations for Serious Games: Tales from the Trenches" для чтения в офлайн-режиме. How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed.

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations. *Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level. *Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making.*Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects
Comments: (3)
Steamy Ibis
Good product, fast shipping
Dalarin
In this far-ranging investigation into narrative strategies and their applications for new interactive media, Iuppa and Borst offer several books in one. Foremost, they present a methodical guide to the use of story elements in videogame technologies, particularly as a means toward pedagogical goals ("serious games"). Also, they illustrate from various angles the mechanics of storymaking, how it can work from the creative standpoint as well as its benefits for engaging players on a more substantial level than they might experience in non-narrative games. And, not least, this book provokes us to consider the age-old human need for stories, which ultimately connect us to each other even as they educate and entertain us.

The point of departure for the book is a series of case studies analyzing three projects that Hollywood creative teams, including the authors, developed for the United States Military in its training programs for various crisis situations. From there, subsequent sections branch out to cover all the inherent components of such virtual reality type of training, whatever the domain. In so doing, the discussion keeps an eye toward the most effective ways of involving participants, and seeks always how best to control a given simulation in meeting the desired pedagogical results while allowing for maximum freedom of choice in playing the game.

Throughout, Iuppa and Borst master a wealth of technical details and prove well-informed about the latest software and hardware innovations that the prospective serious game developer might wish to draw on. And yet, despite very specific aims, their discussion is not weighed down by practical concerns. They manage to remind us, in spite of all, why writers will always be necessary: who else has so well learned somehow to keep nimble their narrative reflexes, to subvert expectations, to keep us guessing?
Anaginn
I learned more in my seventh grade english class. You can teach plot and setting, but you can not teach creative. This narrow minded book inspires people not to come up with an original idea. Why do exactly as everyone does?