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OR_ocn865518717 |
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20231017213018.0 |
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m o d |
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cr unu|||||||| |
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131217s2007 maua ob 001 0 eng d |
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019 |
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|a 281438460
|a 1162474961
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|a 9781136142772
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|a 9780080467207
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|z 9780240807881
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|a AU@
|b 000052404439
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|a DEBBG
|b BV041777814
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|a DEBSZ
|b 404322735
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|a GBVCP
|b 882721372
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035 |
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|a (OCoLC)865518717
|z (OCoLC)281438460
|z (OCoLC)1162474961
|
037 |
|
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|a CL0500000343
|b Safari Books Online
|
050 |
|
4 |
|a QA76.9.C65
|b I86 2007
|
082 |
0 |
4 |
|a 794.81
|
049 |
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|a UAMI
|
100 |
1 |
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|a Iuppa, Nicholas V.
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245 |
1 |
0 |
|a Story and simulations for serious games :
|b tales from the trenches /
|c Nick Iuppa & Terry Borst.
|
260 |
|
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|a Burlington, MA :
|b Focal Press,
|c Ã2007.
|
300 |
|
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|a 1 online resource (xviii, 246 pages) :
|b illustrations
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
|
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
588 |
0 |
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|a Online resource; title from title page (Safari, viewed December 17, 2013).
|
504 |
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|a Includes bibliographical references (pages 237-238) and index.
|
505 |
0 |
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|a Who this book is for -- The StoryDrive engine -- Collaborative distance learning -- Branching storylines -- A good story (the simple answer) -- Other perspectives on story -- War stories and parables -- Designing simulation stories from tacit knowledge -- Simulation stories and free play -- Experience management -- Story representation in experience management -- Creating multidimensional characters -- A really good villain -- Synthetic characters -- The instructor as dungeon master -- Automated story generation -- Game play -- Evaluation and testing -- Content scripting tools -- Selecting media and platform: an overview -- Immersive desktop experiences -- The internet -- Interactive video and interactive television -- Real-time 3D virtual worlds -- Audio -- Simulation integration -- Back story and free play -- Stories in state-of-the-art serious games -- Stories in state-of-the-art commercial games -- The future: the role of story.
|
520 |
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|a 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 discusse.
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546 |
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|a English.
|
590 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
|
0 |
|a Digital computer simulation.
|
650 |
|
0 |
|a Computer games
|x Programming.
|
650 |
|
2 |
|a Computer Simulation
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650 |
|
6 |
|a Simulation par ordinateur.
|
650 |
|
6 |
|a Jeux d'ordinateur
|x Programmation.
|
650 |
|
7 |
|a simulation.
|2 aat
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
650 |
|
7 |
|a Digital computer simulation.
|2 fast
|0 (OCoLC)fst00893651
|
655 |
|
4 |
|a Kindle books.
|
700 |
1 |
|
|a Borst, Terry.
|
776 |
0 |
|
|z 1138427810
|
776 |
0 |
|
|z 024080788X
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780240807881/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
|
|a Taylor & Francis
|b TAFR
|n 9780080467207
|
994 |
|
|
|a 92
|b IZTAP
|