Developing Serious Games

Developing Serious Games explores the emergence of serious
games as a viable niche in the gaming
industry, and it covers the various types of
serious games, including military, academic, medical, and training
& development. From there it continues with a
discussion of the enabling technology trends, emerging standards,
and the tools that promise to reinforce the
current trajectory of development and user demand for
serious games.
The second half of the book emphasizes
the economic realities of the serious games industry,
including and evaluation of the market, the economic
potential of the space, and the customer base.
The book culminates with a serious game design
document that illustrates the important differences between entertainment
games and serious games. It also provides a
look to the future of serious gaming from
a developer's perspective.
The book is written for students,
established game developers, and professionals in related fields,
such as modeling and simulation or instructional design,
who are skilled in training with traditional approaches
and tools. It is also applicable to programmers,
graphic artists, and management contemplating or involved in
the development of serious games. Features:
- Teaches developers
how to get into the serious games market
and be successful; Details the serious games design
document and explains the critical differences from games
that entertain; Presents tools & techniques that can
be applied to real-world development challenges;
- Teaches how
to identify & obtain funding sources; Illustrates the
entire process of development from choosing game shells
& engines to marketing; Discusses key technologies, including
middleware, shells, content provides/generators, etc.; Provides an extensive
resource section for established and burgeoning game developers.