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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Bibliographic Details
Main Author: Iuppa, Nicholas V.
Other Authors: Borst, Terry
Format: eBook
Language:English
Published: Burlington, MA Focal Press 2007
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
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245 0 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 2007 
300 |a xviii, 246 pages  |b illustrations 
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 
505 0 |a Includes bibliographical references (pages 237-238) and index 
653 |a Digital computer simulation / http://id.loc.gov/authorities/subjects/sh85037973 
653 |a Jeux vidéo / Programmation 
653 |a Computer Simulation 
653 |a simulation / aat 
653 |a Digital computer simulation / fast 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a Video games / Programming / fast 
653 |a Simulation par ordinateur 
700 1 |a Borst, Terry 
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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