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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
Erstellt am: 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)
S.148-173
International Dagstuhl Seminar "Entertainment Computing and Serious Games" <2015, Wadern>
Englisch
Konferenzbeitrag, Elektronische Publikation
Fraunhofer IOSB ()
distributed architecture; game component; Game Engine; Schema; serious game development; serious games architecture

Abstract
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.

: http://publica.fraunhofer.de/dokumente/N-421304.html