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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation

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發(fā)表于 2025-4-1 02:37:31 | 只看該作者
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發(fā)表于 2025-4-1 06:13:06 | 只看該作者
Fields of Actions for Sustainable Growth,d. In this chapter we will discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.
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發(fā)表于 2025-4-1 11:24:22 | 只看該作者
A Russian Sentimentalist: I. I. Dmitrieves/paradigms that were the most popular at the time when the tool was developed; and (.) we discuss these tools by comparing their pro and cons (typically imposed by the chosen language/paradigm or the available hardware) in order to understand the most important requirements for their next generations.
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發(fā)表于 2025-4-1 15:34:09 | 只看該作者
Pulling It All Together, End-to-End,rs in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games.
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Textbook 2016on and gives guidance for the next generation of researchers in this field..The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schlo? Dagstuhl in July 2015.?.
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