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Story and simulations for serious games : tales from the trenches /

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 relatin...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Iuppa, Nicholas V.
Otros Autores: Borst, Terry
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Burlington, MA : Focal Press, Ã2007.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Iuppa, Nicholas V. 
245 1 0 |a Story and simulations for serious games :  |b tales from the trenches /  |c Nick Iuppa & Terry Borst. 
260 |a Burlington, MA :  |b Focal Press,  |c Ã2007. 
300 |a 1 online resource (xviii, 246 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Online resource; title from title page (Safari, viewed December 17, 2013). 
504 |a Includes bibliographical references (pages 237-238) and index. 
505 0 |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 |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. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Digital computer simulation. 
650 0 |a Computer games  |x Programming. 
650 2 |a Computer Simulation 
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. 
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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