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© Springer International Publishing AG 2016. A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and other stakeholders it is not straightforward how to organize the design and development process, to make sure that these aspects are properly addressed. In this chapter we will discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.

OrganisatieHanze
Gepubliceerd inDagstuhl Seminar "Entertainment Computing and Serious Games" Wadern, Germany, DEU
Datum2016-10
TypeConferentiebijdrage
DOI10.1007/978-3-319-46152-6_5
TaalEngels

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