最近海外で刊行されたシリアスゲーム関連書2009-2010(3)

 すっかりタイミングを逸したまま年が明けてしまいましたが、最近刊行されたシリアスゲーム関連書の紹介シリーズ第3回です。そうこうしている間にまた何冊も出てきているので、近々ご紹介したいと思います。

 
 


Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering)
(目次は出版社サイトより引用)
I / Game Production
3-18 Three Approaches Towards Teaching Game Production
19-31 Design and Architecture of Sidh – a Cave Based Firefighter Training Game
33-47 Human-Centred Design and Exercise Games Users’ Experiences of a Fitness Adventure Prototype
49-66 Children’s Involvement in the Design of Game-Based Learning Environments Cases Talarius and Virtual Peatland
69-123 II / Learning
69-82 Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis
83-96 Competence Complexity and Obvious Learning Experience from Developing a Language Learning Game
97-105 The Attitudes of Finnish School Teachers Towards Commercial Educational Games
107-123 Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games
127-167 III / Social Perspective
127-141 Let’s Play Together with the Camera of Your Mobile Device
143-154 AnimalClass: Social Networks in Gaming
155-167 Multiplayer Interface for a Computer-Augmented Learning Game
171-206 IV / Technical Applications
171-184 RACER: A Non-Commercial Driving Game which Became a Serious Tool in the Research of Driver Fatigue
185-206 VIPROSA – Game-like Tool for Visual Process Simulation and Analysis

Military Simulation & Serious Games: Where We Came from and Where We Are Going

Military Simulation Techniques
1. The Engine Behind the Virtual World
2.
Military Modeling
3. Waiting for the Dot.sim Boom
4. Simulation as
an IT Service
5. Cloud Simulation
6. Synchronizing Distributed
Virtual Worlds
7. N Dimensions of Interoperability
8. Counter
Terrorism
9. Domestic Infrastructure Protection
10. Simulation
in 60 Seconds
11. Strategic Directions for Distributed Simulation

12. Future of Virtual Environment Training

Serious
Game Technology

13. Does Game Technology Matter?
14.
History of Gaming in Military Training
15. Industry Impact
16.
Game Impact Theory
17. Political and Social Impacts of Games
18.
Long Tail Effects for the Military
19. Gaming the US Army
20.
Improving Sensor Performance in Large Games
21. 10 Fingers of Death

22. Synchronizing a Multiplayer Server Farm
23. References

Learning With Digital Games: A Practical Guide to Engaging Students in Higher Education

1. Introduction
Part I: Theory
2. Recognizing the Characteristics of Digital Games
3. Understanding the Pedagogy of Digital Games
4. Identifying Types of Digital Games for Learning
Part II: Practice
5. Integrating Digital Games into the Curriculum
6. Designing a Digital Game for Learning
7. Assessing the Impact of Digital Games on Learning
Part III: Technology
8. Using Existing Digital Games for Learning
9. Developing New Digital Games for Learning
10. Evaluating Digital Games for Learning
11. Case Studies
12. Conclusions

以前の海外関連書紹介記事:
最近海外で刊行されたシリアスゲーム関連書2009-2010(1)

最近海外で刊行されたシリアスゲーム関連書2009-2010(2)

デジタルゲームの教育利用研究のハンドブック刊行

最近のシリアスゲーム関連書紹介(1)
最近のシリアスゲーム関連書紹介(2)
最近のシリアスゲーム関連書紹介(3)