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210123 ||| eng |
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|a 9781280729072
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|a 9786610729074
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|a 9780240807881
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|a 6610729077
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|a 9781136142789
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|a 024080788X
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|a 1136142789
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|a 1136142770
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|a 1280729074
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|a 0080467202
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|a 9781136142772
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|a QA76.9.C65
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|a Iuppa, Nicholas V.
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245 |
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|a Story and simulations for serious games
|b tales from the trenches
|c Nick Iuppa & Terry Borst
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260 |
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|a Burlington, MA
|b Focal Press
|c 2007
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300 |
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|a xviii, 246 pages
|b illustrations
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505 |
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|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
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505 |
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|a Includes bibliographical references (pages 237-238) and index
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653 |
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|a Digital computer simulation / http://id.loc.gov/authorities/subjects/sh85037973
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653 |
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|a Jeux vidéo / Programmation
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653 |
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|a Computer Simulation
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653 |
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|a simulation / aat
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653 |
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|a Digital computer simulation / fast
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653 |
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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653 |
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|a Video games / Programming / fast
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653 |
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|a Simulation par ordinateur
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700 |
1 |
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|a Borst, Terry
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041 |
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|a eng
|2 ISO 639-2
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989 |
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|b OREILLY
|a O'Reilly
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776 |
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|z 9780240807881
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856 |
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|u https://learning.oreilly.com/library/view/~/9780240807881/?ar
|x Verlag
|3 Volltext
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082 |
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|a 794.81
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520 |
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|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
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