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Volumn , Issue , 2005, Pages 2049-2050

Design and evaluation challenges of serious games

Author keywords

Computer games; Design; Education; Evaluation; Immersive simulations; Learning; Training

Indexed keywords

COMPUTER GAME; EVALUATION; IMMERSIVE; LEARNING; PANEL DISCUSSIONS; PEER LEARNING; POLICY MAKING; SERIOUS GAMES; TOPIC AREAS; USABILITY TESTING;

EID: 84869137779     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1056808.1057094     Document Type: Conference Paper
Times cited : (31)

References (8)
  • 4
    • 84993089990 scopus 로고    scopus 로고
    • Adaptive thinking and leadership training for cultural awareness and communication competence
    • in press
    • Raybourn. E. M. (in press). Adaptive Thinking and Leadership Training for Cultural Awareness and Communication Competence, Interactive Technology and Smart Education.
    • Interactive Technology and Smart Education
    • Raybourn, E.M.1
  • 5
    • 33749012496 scopus 로고    scopus 로고
    • Last retrieved on January 31
    • Serious Games Summit. Last retrieved on January 31, 2005. http://www.seriousgamessummit.com/.
    • (2005) Serious Games Summit
  • 6
    • 21644482629 scopus 로고    scopus 로고
    • Physiological indicators for the evaluation of co-located collaborative play
    • ACM Press
    • Mandryk, R. & Inkpen, K. (2004). Physiological Indicators for the Evaluation of Co-located Collaborative Play. Proceedings of CSCW 2004. ACM Press.
    • (2004) Proceedings of CSCW 2004
    • Mandryk, R.1    Inkpen, K.2
  • 7
    • 21644455247 scopus 로고    scopus 로고
    • The social side of gaming: A study of interaction patterns in a massively multiplayer online game
    • ACM Press
    • Ducheneaut, N. & Moore, R.J. (2004). The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. Proceedings of CSCW 2004, ACM Press.
    • (2004) Proceedings of CSCW 2004
    • Ducheneaut, N.1    Moore, R.J.2
  • 8
    • 84869108536 scopus 로고    scopus 로고
    • Getting the most out of focus groups
    • T. Fullerton C. Swain, & S. Hoffman (Eds.) CMP Books, San Francisco, CA
    • Keeker, K. (2004). Getting the Most Out of Focus Groups. In T. Fullerton, C. Swain, & S. Hoffman (Eds.), Game Design Workshop: Designing, Prototyping, and Playtesting Games. CMP Books, San Francisco, CA. 212-3.
    • (2004) Game Design Workshop: Designing, Prototyping, and Playtesting Games , pp. 212-213
    • Keeker, K.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.