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Story and simulations for serious games : tales from the trenches / Nick Iuppa & Terry Borst.

By: Iuppa, Nicholas VContributor(s): Borst, TerryPublisher: Amsterdam ; London : Focal, 2006Description: xviii, 246 p. : ill. ; 26 cm001: BDZ0007539589ISBN: 9780240807881 (pbk.) :Subject(s): Digital computer simulation | Computer games -- Programming | Hobbies and GamesDDC classification: 794.81526 LOC classification: QA76.9.C65 | I86 2006Summary: Serious games are computer and video games that are intended to train or educate users. This text features a unique blend of theory and application, providing a much-needed tutorial on how to conceive and then build an engaging simulation for serious games.
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.81526 IUP (Browse shelf(Opens below)) 1 Available 081979

Enhanced descriptions from Syndetics:

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.

Includes bibliographical references (p. 237-238) and index.

Serious games are computer and video games that are intended to train or educate users. This text features a unique blend of theory and application, providing a much-needed tutorial on how to conceive and then build an engaging simulation for serious games.

Table of contents provided by Syndetics

  • Introduction (p. xvii)
  • 1 Who This Book is For (p. 1)
  • Part 1 Case Studies (p. 5)
  • 2 The StoryDrive Engine (p. 7)
  • 3 Collaborative Distance Learning (p. 17)
  • 4 Branching Storylines (p. 25)
  • Part 2 Stories and Story Development (p. 33)
  • 5 A Good Story (The Simple Answer) (p. 35)
  • 6 Other Perspectives on Story (p. 41)
  • 7 War Stories and Parables (p. 47)
  • 8 Designing Simulation Stories from Tacit Knowledge (p. 53)
  • 9 Simulation Stories and Free Play (p. 61)
  • 10 Experience Management (p. 69)
  • 11 Story Representation in Experience Management (p. 77)
  • Part 3 Characters (p. 81)
  • 12 Creating Multidimensional Characters (p. 83)
  • 13 A Really Good Villain (p. 97)
  • 14 Synthetic Characters (p. 107)
  • Part 4 Man in the Loop vs. The Automated Game Manager (p. 111)
  • 15 The Instructor as Dungeon Master (p. 113)
  • 16 Automated Story Generation (p. 119)
  • Part 5 Completing the Pyramid (p. 123)
  • 17 Game Play (p. 125)
  • 18 Evaluation and Testing (p. 133)
  • Part 6 Building the Immersive Environment (p. 143)
  • 19 Content Scripting Tools (p. 145)
  • 20 Selecting Media and Platform: An Overview (p. 155)
  • 21 Immersive Desktop Experiences (p. 161)
  • 22 The Internet (p. 167)
  • 23 Interactive Video and Interactive Television (p. 175)
  • 24 Real-Time 3D Virtual Worlds (p. 185)
  • 25 Audio (p. 195)
  • 26 Simulation Integration (p. 205)
  • Part 7 Story Structures for Commercial Games (p. 211)
  • 27 Back Story and Free Play (p. 213)
  • 28 Stories in State-of-the-Art Serious Games (p. 219)
  • 29 Stories in State-of-the-Art Commercial Games (p. 221)
  • Part 8 The Future of Story-Driven Games (p. 227)
  • 30 The Future: The Role of Story (p. 229)
  • a Immersive Distance Learning Experiences (p. 229)
  • b Online Collaborative Games and Simulations (p. 230)
  • c Story-Driven Massively Multiplayer Online Games (p. 231)
  • d Location-Based Full-Sensory Simulations (Virtual Reality) (p. 231)
  • e Keeping Track of the Evolution (p. 232)
  • f Summary (p. 233)
  • 31 Conclusion (p. 235)
  • Bibliography (p. 237)
  • Index (p. 239)

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