Overview
- Highlights several challenges and opportunities in the field of software engineering for serious games
- Covers a wide range of topics from game design principles to software architecture, testing, and deployment
- Explores the potential of serious games for addressing societal challenges such as cybersecurity and healthcare
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About this book
One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.
This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
Keywords
Table of contents (13 chapters)
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Topics on the Design, Maintenance, Adaptation, and Evaluation of Gameful Systems
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Topics on Experiences with Gameful Systems
Editors and Affiliations
About the editors
Antonio Bucchiarone is a Senior Researcher at the Motivational Digital Systems (MoDiS) research unit of the Bruno Kessler Foundation (FBK) in Trento, Italy. His research activity is focused on many aspects of Software Engineering. Current topics include advanced methodologies and techniques supporting the definition, development, and management of gameful systems in different domains (i.e., education, sustainable mobility, software modeling, etc..). He was the General Chair of the 12th IEEE International Conference on Self-Adaptive and Self Organizing Systems (SASO 2018) and has co-organized/organized multiple workshops at MODELS, ESEC/FSE, STAF and ICSE.
Bibliographic Information
Book Title: Software Engineering for Games in Serious Contexts
Book Subtitle: Theories, Methods, Tools, and Experiences
Editors: Kendra M. L. Cooper, Antonio Bucchiarone
DOI: https://doi.org/10.1007/978-3-031-33338-5
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2023
Hardcover ISBN: 978-3-031-33337-8Published: 22 September 2023
Softcover ISBN: 978-3-031-33340-8Published: 23 September 2024
eBook ISBN: 978-3-031-33338-5Published: 21 September 2023
Edition Number: 1
Number of Pages: XIII, 300
Number of Illustrations: 18 b/w illustrations, 68 illustrations in colour
Topics: Software Engineering/Programming and Operating Systems, Computer Applications, Popular Culture , Media and Communication