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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Detalles Bibliográficos
Otros Autores: Iuppa, Nicholas V., author (author), Borst, Terry (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Oxford ; Burlington, Mass. : Focal Press, an imprint of Elsevier 2007.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626915906719
Tabla de Contenidos:
  • Story and Simulations for Serious Games: Tales from the Trenches; Copyright; Acknowledgments; Table of Contents; Introduction; 1 Who This Book is For; PART ONE: CASE STUDIES; 2 The StoryDrive Engine; 3 Collaborative Distance Learning; 4 Branching Storylines; PART TWO: STORIES AND STORY DEVELOPMENT; 5 A Good Story (The Simple Answer); 6 Other Perspectives on Story; 7 War Stories and Parables; 8 Designing Simulation Stories from Tacit Knowledge; 9 Simulation Stories and Free Play; 10 Experience Management; 11 Story Representation in Experience Management; PART THREE: CHARACTERS
  • 12 Creating Multidimensional Characters13 A Really Good Villain; 14 Synthetic Characters; PART FOUR: MAN IN THE LOOP vs. THE AUTOMATED GAME MANAGER; 15 The Instructor as Dungeon Master; 16 Automated Story Generation; PART FIVE: COMPLETING THE PYRAMID; 17 Game Play; 18 Evaluation and Testing; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; 19 Content Scripting Tools; 20 Selecting Media and Platform: An Overview; 21 Immersive Desktop Experiences; 22 The Internet; 23 Interactive Video and Interactive Television; 24 Real-Time 3D Virtual Worlds; 25 Audio; 26 Simulation Integration
  • PART SEVEN: STORY STRUCTURES FOR COMMERCIAL GAMES27 Back Story and Free Play; 28 Stories in State-of-the-Art Serious Games; 29 Stories in State-of-the-Art Commercial Games; PART EIGHT: THE FUTURE OF STORY-DRIVEN GAMES; 30 The Future: The Role of Story; a. Immersive Distance Learning Experiences; b. Online Collaborative Games and Simulations; c. Story-Driven Massively Multiplayer Online Games; d. Location-Based Full-Sensory Simulations (Virtual Reality); e. Keeping Track of the Evolution; f. Summary; 31 Conclusion; Bibliography; Index