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Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games

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Entertainment Computing and Serious Games

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9970))

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Abstract

This chapter contains an introduction to this book which aims at providing guidance to people who are interested in conducting or dealing with research in the area of entertainment computing and serious games. The chapter starts with defining key terminology. It then illustrates benefits and challenges in this area of research by discussing the development of educational games, one of the most recognized subsets of serious games. Describing and characterizing the current state of the research communities involved in entertainment computing and serious games, an overview of the research landscape is presented. Finally, an overview of the structure of this book is given and the individual chapters of this book are briefly summarized.

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References

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Correspondence to Ralf Dörner .

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Dörner, R., Göbel, S., Kickmeier-Rust, M. (2016). Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_1

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  • DOI: https://doi.org/10.1007/978-3-319-46152-6_1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-46151-9

  • Online ISBN: 978-3-319-46152-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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