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Serious games architectures and engines

: Söbke, H.; Streicher, Alexander

Postprint urn:nbn:de:0011-n-4213048 (1.2 MByte PDF)
MD5 Fingerprint: 5dae0a279547895a3d9b9fae99f99199
Created on: 22.11.2016

Dörner, Ralf (Ed.) ; Gesellschaft für Informatik -GI-, Bonn:
Entertainment computing and serious games. International GI-Dagstuhl seminar 15283 : Dagstuhl Castle, Germany, July 5-10, 2015; Revised selected papers
Cham: Springer International Publishing, 2016 (Lecture Notes in Computer Science 9970)
ISBN: 978-3-319-46151-9 (Print)
ISBN: 978-3-319-46152-6 (Online)
International Dagstuhl Seminar "Entertainment Computing and Serious Games" <2015, Wadern>
Conference Paper, Electronic Publication
Fraunhofer IOSB ()
distributed architecture; game component; Game Engine; Schema; serious game development; serious games architecture

The term Serious Game includes a wide, heterogeneous field of digital games with varying purposes and objectives and for a multitude of different application areas. All in common is the underlying software. This chapter gives an overview on the technical aspects of serious games including their software architectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers the basic principles of and requirements for serious game software. It depicts selected software architectures and provides examples for game engines including a description of selected components.