International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected PapersThe aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction 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 Schloß Dagstuhl in July 2015
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sect...
none1All aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toy...
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 201...
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected...
Educational game design: integrating learning and playing. Presentation about educational game desig...
Educational game design: integrating learning and playing. Presentation about educational game desig...
As games technologies have become more and more widely available, the ability of games to engage use...
As games technologies have become more and more widely available, the ability of games to engage use...
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, ...
This report documents Dagstuhl Seminar 15051 “Artificial and Computational Intelligence in Games: In...
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computa...
This book constitutes the proceedings of the First Joint International Conference on Serious Games, ...
The recent re-emergence of serious games as a branch of video games has introduced the concept of ga...
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computa...
This report documents Dagstuhl Seminar 15051 "Artificial and Computational Intelligence in Games: In...
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sect...
none1All aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toy...
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 201...
International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected...
Educational game design: integrating learning and playing. Presentation about educational game desig...
Educational game design: integrating learning and playing. Presentation about educational game desig...
As games technologies have become more and more widely available, the ability of games to engage use...
As games technologies have become more and more widely available, the ability of games to engage use...
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, ...
This report documents Dagstuhl Seminar 15051 “Artificial and Computational Intelligence in Games: In...
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computa...
This book constitutes the proceedings of the First Joint International Conference on Serious Games, ...
The recent re-emergence of serious games as a branch of video games has introduced the concept of ga...
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computa...
This report documents Dagstuhl Seminar 15051 "Artificial and Computational Intelligence in Games: In...
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sect...
none1All aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toy...
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 201...