Developing serious games / Bryan Bergeron.
By: Bergeron, Bryan P [author.]
.
Material type:
BookSeries: Game development series (Charles River Media (Firm)): Publisher: Hingham, Mass. : Charles River Media, 2006Copyright date: ©2006Description: xxvii, 452 pages : illustrations ; 24 cm.ISBN: 1584504447 (paperback).Subject(s): Computer games -- Programming| Item type | Current library | Call number | Copy number | Status | Barcode | |
|---|---|---|---|---|---|---|
| General lending | MTU Bishopstown Library Lending | 794.81526 (Browse shelf(Opens below)) | 1 | Available | 00162451 |
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| 794.81526 Introduction to game programming with C++ / | 794.81526 Starting out with Alice / | 794.81526 Game development essentials : online game development / | 794.81526 Developing serious games / | 794.81526 Sam's teach yourself Unreal engine 4 game development in 24 hours / | 794.815265 Sams teach yourself game programming in 24 hours / | 794.815265 Game interface design / |
Enhanced descriptions from Syndetics:
With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry.Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games.The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games. It also provides a look to the future of serious gaming from a developer's perspective.The book is written for students, established game developers, and professionals in related fields, such as modeling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.
Includes bibliographical references (pages 423-440) and index.
Historical Perspective -- Working Context -- Technology Trends -- Standards -- Best Practices -- Tools -- Serious Business -- Serious Game Design -- Outlook.
CIT Module EDUC 9027 - Core reading.
Table of contents provided by Syndetics
- Introduction (p. xv)
- Chapter 1 Historical Perspective (p. 1)
- Introduction (p. 2)
- The Industrial-Military Complex (p. 2)
- Evolution of Serious Games in Medicine (p. 5)
- Computer-Aided Instruction (p. 5)
- Enabling Hardware (p. 5)
- Development Examples (p. 6)
- Significance (p. 7)
- Commercial Games and Computing Platforms (p. 9)
- Arcade Games (p. 11)
- Consoles (p. 12)
- Networked Desktop and Console Games (p. 16)
- Handheld Games (p. 16)
- Cell Phone Games (p. 19)
- Summary (p. 21)
- References (p. 21)
- Chapter 2 Working Context (p. 23)
- Introduction (p. 24)
- Contemporary Serious Games (p. 25)
- Games with an Agenda (p. 27)
- Activism Games (p. 27)
- Advergames (p. 29)
- Business Games (p. 32)
- Exergaming (p. 35)
- Health and Medicine Games (p. 38)
- News Games (p. 47)
- Political Games (p. 48)
- Realistic Games (p. 50)
- Core Competency Games (p. 57)
- Repurposed Commercial Off-the-Shelf (COTS) Games (p. 59)
- Modified Games (Mods) (p. 61)
- The Value Proposition (p. 64)
- Economics (p. 64)
- Educational Effectiveness (p. 68)
- Case-Based Curricula (p. 68)
- Emergent Behavior (p. 70)
- Efficacy (p. 71)
- Social Impact Games (p. 73)
- Summary (p. 74)
- References (p. 74)
- Chapter 3 Technology Trends (p. 79)
- Introduction (p. 80)
- Hardware Platforms (p. 83)
- Computer Hardware (p. 83)
- Video Hardware (p. 89)
- Asset Acquisition Hardware (p. 89)
- Middleware (p. 90)
- Game Engines (p. 92)
- Connectivity (p. 101)
- Utilities (p. 102)
- Managing Complexity (p. 103)
- Business Strategies (p. 103)
- Business Technologies (p. 109)
- Development Technologies (p. 114)
- Summary (p. 121)
- References (p. 123)
- Chapter 4 Standards (p. 125)
- Introduction (p. 126)
- Platform Standards (p. 127)
- Console Standards (p. 129)
- PC Standards (p. 131)
- Handheld Standards (p. 144)
- Cell Phone Standards (p. 146)
- Game Standards (p. 146)
- Game Genres (p. 146)
- Game Rating Standards (p. 147)
- Game Design Notation Standards (p. 148)
- Data Flow Diagrams (p. 149)
- Unified Modeling Language (UML) (p. 151)
- Asset Standards (p. 155)
- Graphic Formats (p. 155)
- Form (p. 156)
- Fonts (p. 157)
- Audio (p. 158)
- Communications Standards (p. 159)
- Wired Standards (p. 160)
- Wireless Standards (p. 160)
- Interoperability (p. 162)
- Advanced Distributed Learning (ADL) Initiative (p. 163)
- Aviation Industry CBT Committee (AICC) (p. 165)
- Coalition for Networked Information (CNI) (p. 166)
- Institute of Electrical and Electronics Engineers (IEEE) (p. 167)
- Instructional Management System (IMS) Global Learning Consortium (p. 167)
- International Organization for Standardization (ISO) (p. 167)
- Multimedia Educational Resource for Learning and Online Teaching (MERLOT) (p. 168)
- Schools Interoperability Framework (SIF) (p. 168)
- Summary (p. 168)
- References (p. 169)
- Chapter 5 Best Practices (p. 173)
- Introduction (p. 174)
- User Interface (p. 174)
- Physical Interface (p. 177)
- Graphical Interface (p. 179)
- Logical Interface (p. 182)
- Emotional Interface (p. 183)
- Intelligent Interface (p. 183)
- Emotionally Intelligent Interface (p. 184)
- Interface Dialogues (p. 184)
- Programming (p. 185)
- Languages (p. 186)
- Data Structures and Algorithms (p. 187)
- Program Flow Diagrams (p. 189)
- Code Review (p. 191)
- Working with Assets (p. 192)
- Asset Types (p. 192)
- Master Asset List (p. 193)
- Actor Descriptions (p. 196)
- Player Character (p. 196)
- Non-Player Character (p. 197)
- Vehicles (p. 199)
- Effectors (p. 202)
- Effector Matrices (p. 204)
- Level Design (p. 208)
- Level Maps (p. 209)
- Level Logic (p. 211)
- Archiving (p. 214)
- Assessment (p. 216)
- Nomendature (p. 216)
- Protocols (p. 217)
- Reporting (p. 220)
- Summary (p. 223)
- References (p. 224)
- Chapter 6 Tools (p. 227)
- Introduction (p. 228)
- Design Software (p. 231)
- Hardware (p. 233)
- Development Hardware (p. 234)
- Data Acquisition Hardware (p. 235)
- Embedded Hardware (p. 242)
- Prototyping Software (p. 252)
- Serious Content (p. 252)
- Gameplay (p. 254)
- Game Engines and Development Environments (p. 257)
- Code Creation and Management (p. 261)
- Editors (p. 262)
- Compilers and Scripting Languages (p. 263)
- Utilities (p. 263)
- Middleware (p. 264)
- Asset Creation and Manipulation Software (p. 266)
- 2D Image Tools (p. 267)
- 3D Image Tools (p. 267)
- Video Software Tools (p. 273)
- Audio Tools (p. 273)
- Management Software (p. 276)
- Project Management (p. 276)
- Asset Management (p. 277)
- Testing Management (p. 277)
- Deployment Software (p. 278)
- Packaging (p. 278)
- Installation (p. 279)
- Documentation and Help (p. 279)
- Distribution Software (p. 280)
- Development Suites (p. 281)
- Achilles 3D Anatomy Trainer (p. 281)
- Augmented Reality Medical Simulator (p. 284)
- Summary (p. 286)
- References (p. 286)
- Chapter 7 Serious Business (p. 289)
- Introduction (p. 290)
- Entertainment Games Industry (p. 292)
- The Numbers (p. 293)
- Trends (p. 295)
- Serious Games Market (p. 299)
- Business Models (p. 299)
- Markets (p. 299)
- Stakeholders (p. 306)
- Customer Base (p. 307)
- Technology Adoption (p. 307)
- Rising Expectations (p. 308)
- Human Resources (p. 310)
- Legal Issues (p. 314)
- Intellectual Property (p. 314)
- Government Contracts (p. 318)
- Medical Devices (p. 319)
- Risk Management (p. 320)
- Timing (p. 321)
- Strategy (p. 322)
- Knowledge Management (p. 325)
- Public Relations (p. 326)
- Summary (p. 328)
- References (p. 329)
- Chapter 8 Serious Game Design (p. 335)
- Introduction (p. 336)
- Serious Game Design Document (p. 336)
- Overview (p. 339)
- Requirements Specification (p. 339)
- Purpose of Game (p. 339)
- Scope (p. 339)
- Goals (p. 339)
- Background (p. 340)
- Player Profiles (p. 340)
- Needs of the Supporting Organization (p. 340)
- Usability Requirements (p. 341)
- Use Environment (p. 341)
- Source of Entertainment Content (p. 342)
- Source of Serious Content (p. 342)
- KSA Requirements (p. 342)
- Business Requirements (p. 343)
- Technical Requirements (p. 343)
- Conceptual Requirements (p. 343)
- Game Features and Differentiation (p. 343)
- Feasibility (p. 344)
- Open Issues and Assumptions (p. 345)
- Technical Architecture (p. 346)
- Major Development Tasks (p. 346)
- Technical Analysis (p. 346)
- Platform Requirements (p. 347)
- Coding Style (p. 347)
- Compatibility Standards (p. 347)
- External Interfaces (p. 348)
- Distribution Media (p. 348)
- Multiplayer and Networking (p. 348)
- Saving and Persistence (p. 348)
- Data Security Plan (p. 349)
- Game Design (p. 349)
- Concept (p. 349)
- Game Features (p. 349)
- Setting (p. 350)
- Story and Backstory (p. 350)
- Characters (p. 350)
- Effectors (p. 351)
- Game Flow (p. 351)
- Screens and Menus (p. 351)
- Controls (p. 351)
- Options (p. 352)
- Sound and Music (p. 352)
- Level (n) Overview (p. 352)
- Level (n) Environment (p. 352)
- Level (n) Map (p. 352)
- Level (n) Fun Elements (p. 353)
- Level (n) Logic (p. 353)
- Level (n) HUD (p. 353)
- Level (n) NPCs (p. 353)
- Level (n) Effectors (p. 354)
- Level (n) Equipment (p. 354)
- Level (n) Vehicles (p. 354)
- Level (n) Cameras (p. 354)
- Level (n) Objectives (p. 354)
- Level (n) Introductory Material (p. 354)
- Level (n) Gameplay (p. 355)
- Level (n) Closing Material (p. 355)
- Level (n) Scoring (p. 355)
- Level (n) Cheat Codes (p. 356)
- Level (n) Assets (p. 356)
- Cutscenes (p. 356)
- Score Tracking (p. 356)
- Help (p. 356)
- Localization (p. 357)
- Programming (p. 357)
- Development Hardware (p. 357)
- Development Software (p. 357)
- Game Mechanics (p. 357)
- Asset Acquisition and Development (p. 357)
- Art Bible (p. 357)
- Master Asset List (p. 358)
- Software (p. 358)
- Testing and Debugging (p. 358)
- Code Review Procedure (p. 359)
- Testing Procedure (p. 359)
- Tools (p. 359)
- Deployment (p. 360)
- Packaging (p. 360)
- Documentation (p. 360)
- Setup (p. 360)
- Distribution (p. 361)
- Assessment (p. 361)
- Maintenance and Troubleshooting (p. 361)
- Touch Points (p. 361)
- Support Software (p. 361)
- Project Management (p. 361)
- Development Plan (p. 362)
- Human Resources (p. 362)
- Cost and Revenue Projections (p. 362)
- Legal (p. 362)
- Intellectual Property (p. 362)
- Risk Analysis (p. 362)
- References (p. 363)
- Appendices (p. 363)
- Summary (p. 363)
- References (p. 364)
- Chapter 9 Outlook (p. 365)
- Introduction (p. 366)
- Serious Games Technology (p. 367)
- Augmented Reality (AR) Games (p. 367)
- Personal Games (p. 369)
- Social Games (p. 369)
- Emergent Games (p. 370)
- Pervasive Games (p. 372)
- Significance (p. 373)
- Career Opportunities (p. 374)
- Job Market (p. 375)
- The Numbers (p. 376)
- Quality of Life (p. 377)
- Global Competition (p. 378)
- Summary (p. 382)
- References (p. 382)
- Appendix A Glossary (p. 385)
- Appendix B Acronyms (p. 403)
- Appendix C File Formats (p. 407)
- Appendix D Serious Games Design Document Outline (p. 413)
- Appendix E A Brief Business Plan Primer (p. 417)
- Executive Summary (p. 422)
- Vision and Mission (p. 422)
- Business Structure (p. 422)
- Product Strategy (p. 423)
- Market Analysis (p. 423)
- Marketing Plan (p. 425)
- Financial Plan (p. 426)
- Supporting Documents (p. 426)
- Reference (p. 426)
- Appendix F Resources (p. 423)
- Academia (p. 427)
- Business Development (p. 428)
- Conferences (p. 428)
- Game Design (p. 430)
- Game Engines (p. 430)
- Online Information Sources (p. 432)
- Intellectual Property (p. 434)
- Medical Organizations (p. 434)
- Military Organizations (p. 435)
- Multimedia Sources (p. 436)
- Must Play (p. 437)
- Must Reads (p. 438)
- Books (p. 438)
- Magazines (p. 439)
- Niche Reads (p. 439)
- Books and Monographs (p. 439)
- Magazines (p. 441)
- Standards Organizations (p. 442)
- Training and Development Organizations (p. 443)
- Vendors (p. 443)
- Index (p. 441)