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Serious Games Games That Educate, Train, and Inform

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ISBN-10: 1592006221

ISBN-13: 9781592006229

Edition: 2006

Authors: David R. Michael, Sandra L. Chen

List price: $34.95
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Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. ?Serious Games: Games That Educate, Train, and Inform? teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game?s storyline. You?ll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit…    
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Book details

List price: $34.95
Copyright year: 2006
Publisher: Course Technology
Publication date: 10/10/2005
Binding: Paperback
Pages: 352
Size: 7.30" wide x 8.90" long x 0.80" tall
Weight: 1.342
Language: English

A freelance writer/game designer, Sande Chen has been active in the gaming industry for over five years. She has written for mainstream and industry publications, such as GameDev.Net (http://www.gamedev.net), and was a contributor to Secrets of the Game Business (Charles River Media; ISBN: 1584502827) on the topic of online business models. Her past game credits include IGF winner Terminus, Siege of Avalon, Scooby Doo, and JamDat Scrabble. Sande graduated from the Massachusetts Institute of Technology with dual degrees in Economics and in Writing and Humanistic Studies. Afterwards, she continued to combine her love of creative media with her analytical skills by earning a M.Sc. in Economics…    

What are Serious Games?
New Opportunites for Game Developers
Serious Games Defined
Serious Games Design and Development Issues
Serious Games Markets
Military Games
Government Games
Educational Games
Corporate Games
Healthcare Games
Political, Religious, and Art Games
Final Thoughts
Appendixes
Resources
Serious Games Survey Results
Bibliography