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Story and simulations for serious ga...
~
Borst, Terry.
Story and simulations for serious gamestales from the trenches /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Story and simulations for serious gamesNick Iuppa & Terry Borst.
Reminder of title:
tales from the trenches /
Author:
Iuppa, Nicholas V.
other author:
Borst, Terry.
Published:
Amsterdam ;Elsevier,c2006.
Description:
1 online resource (xviii, 246 p.)
Subject:
Digital computer simulation.
Online resource:
http://www.sciencedirect.com/science/book/9780240807881
ISBN:
9780240807881
Story and simulations for serious gamestales from the trenches /
Iuppa, Nicholas V.
Story and simulations for serious games
tales from the trenches /[electronic resource] :Nick Iuppa & Terry Borst. - Amsterdam ;Elsevier,c2006. - 1 online resource (xviii, 246 p.)
Includes bibliographical references and index.
INTRODUCTION; PART ONE: STORIES; PART TWO: CHARACTERS; PART THREE: STORY STRUCTURE CASE STUDIES; PART FOUR: GAME DESIGN; PART FIVE: EXPERIENCE MANAGEMENT; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; PART SEVEN: STORY DEVELOPMENT CASE STUDIES; PART EIGHT: THE FUTURE OF DISTANCE LEARNING; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; CONCLUSION.
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 discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations. *Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level. *Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making. *Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects.
ISBN: 9780240807881
Source: 116219:116317Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
185522
Digital computer simulation.
Index Terms--Genre/Form:
214472
Electronic books.
LC Class. No.: QA76.9.C65 / I86 2006
Dewey Class. No.: 794.8/1526
Story and simulations for serious gamestales from the trenches /
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Story and simulations for serious games
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tales from the trenches /
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Nick Iuppa & Terry Borst.
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Includes bibliographical references and index.
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INTRODUCTION; PART ONE: STORIES; PART TWO: CHARACTERS; PART THREE: STORY STRUCTURE CASE STUDIES; PART FOUR: GAME DESIGN; PART FIVE: EXPERIENCE MANAGEMENT; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; PART SEVEN: STORY DEVELOPMENT CASE STUDIES; PART EIGHT: THE FUTURE OF DISTANCE LEARNING; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; CONCLUSION.
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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 discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations. *Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level. *Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making. *Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects.
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EB QA76.9.C65 I86 c2006
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http://www.sciencedirect.com/science/book/9780240807881
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