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	<description>CiteULike: jonas28's serious_games</description>


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<item rdf:about="http://www.citeulike.org/user/jonas28/article/919210">
    <title>Knowledge-gathering agents in adventure games</title>
    <link>http://www.citeulike.org/user/jonas28/article/919210</link>
    <description>&lt;i&gt;(2004)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Computer text-based adventure games are virtual worlds in which humans or artificial agents act towards a specified goal through a text-based interface. In this paper we describe progress towards an agent that can interact with a game world in a human-like fashion. Precisely, we present the first accurate knowledge-gathering software agent that can track the state of the world in a textbased adventure game. This is nontrivial because such games are characterized by large, partially observable...</description>
    <dc:title>Knowledge-gathering agents in adventure games</dc:title>

    <dc:creator>B Hlubocky</dc:creator>
    <dc:creator>E Amir</dc:creator>
    <dc:source>(2004)</dc:source>
    <dc:date>2006-10-30T18:26:41-00:00</dc:date>
    <prism:category>elearning</prism:category>
    <prism:category>game-based-learning</prism:category>
    <prism:category>gamedesign</prism:category>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1573257">
    <title>Persuasive Games: The Expressive Power of Videogames</title>
    <link>http://www.citeulike.org/user/jonas28/article/1573257</link>
    <description>&lt;i&gt;(01 July 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.&#60;br /&#62; &#60;br /&#62; Bogost calls this new form &#34;procedural rhetoric,&#34; a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change those positions, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. Bogost is both an academic researcher and a videogame designer, and &#60;i&#62;Persuasive Games&#60;/i&#62; reflects both theoretical and game-design goals.</description>
    <dc:title>Persuasive Games: The Expressive Power of Videogames</dc:title>

    <dc:creator>Ian Bogost</dc:creator>
    <dc:source>(01 July 2007)</dc:source>
    <dc:date>2007-08-18T03:16:57-00:00</dc:date>
    <prism:publisher>The MIT Press</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>game-based-learning</prism:category>
    <prism:category>gamedesign</prism:category>
    <prism:category>serious_games</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jonas28/article/1450072">
    <title>Games for science and engineering education</title>
    <link>http://www.citeulike.org/user/jonas28/article/1450072</link>
    <description>&lt;i&gt;Commun. ACM, Vol. 50, No. 7. (July 2007), pp. 30-35.&lt;/i&gt;</description>
    <dc:title>Games for science and engineering education</dc:title>

    <dc:creator>Merrilea Mayo</dc:creator>
    <dc:identifier>doi:10.1145/1272516.1272536</dc:identifier>
    <dc:source>Commun. ACM, Vol. 50, No. 7. (July 2007), pp. 30-35.</dc:source>
    <dc:date>2007-07-12T00:03:33-00:00</dc:date>
    <prism:publicationName>Commun. ACM</prism:publicationName>
    <prism:issn>0001-0782</prism:issn>
    <prism:volume>50</prism:volume>
    <prism:number>7</prism:number>
    <prism:startingPage>30</prism:startingPage>
    <prism:endingPage>35</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>game-based-learning</prism:category>
    <prism:category>serious_games</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jonas28/article/1507354">
    <title>Virtual Worlds: Real Leaders. Online Games put the future of buisiness leadership on display.</title>
    <link>http://www.citeulike.org/user/jonas28/article/1507354</link>
    <description>&lt;i&gt;&lt;/i&gt;</description>
    <dc:title>Virtual Worlds: Real Leaders. Online Games put the future of buisiness leadership on display.</dc:title>

    <dc:date>2007-07-27T15:04:57-00:00</dc:date>
    <prism:category>game-based-learning</prism:category>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jonas28/article/1638580">
    <title>Game based learning: Beiträge des Preconference Workshop der 3. Deutschen e-Learning Fachtagung Informatik (DeLFI 2005)</title>
    <link>http://www.citeulike.org/user/jonas28/article/1638580</link>
    <description>&lt;i&gt;(26 September 2006)&lt;/i&gt;</description>
    <dc:title>Game based learning: Beiträge des Preconference Workshop der 3. Deutschen e-Learning Fachtagung Informatik (DeLFI 2005)</dc:title>

    <dc:source>(26 September 2006)</dc:source>
    <dc:date>2007-09-09T10:23:16-00:00</dc:date>
    <prism:publisher>IRB Verlag</prism:publisher>
    <prism:category>game-based-learning</prism:category>
    <prism:category>serious_games</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jonas28/article/1629851">
    <title>Clark Aldrich’s Six Criteria of an Educational Simulation</title>
    <link>http://www.citeulike.org/user/jonas28/article/1629851</link>
    <description>&lt;i&gt;(2004)&lt;/i&gt;</description>
    <dc:title>Clark Aldrich’s Six Criteria of an Educational Simulation</dc:title>

    <dc:creator>Clark Aldrich</dc:creator>
    <dc:source>(2004)</dc:source>
    <dc:date>2007-09-07T07:01:46-00:00</dc:date>
    <prism:category>elearning</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1426623">
    <title>Developing Serious Games (Game Development Series)</title>
    <link>http://www.citeulike.org/user/jonas28/article/1426623</link>
    <description>&lt;i&gt;(10 January 2006)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training &#38; 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.</description>
    <dc:title>Developing Serious Games (Game Development Series)</dc:title>

    <dc:creator>Bryan Bergeron</dc:creator>
    <dc:source>(10 January 2006)</dc:source>
    <dc:date>2007-07-01T06:38:21-00:00</dc:date>
    <prism:publisher>Charles River Media</prism:publisher>
    <prism:category>gamedesign</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1389972">
    <title>Konstruktivistisches Potenzial in Lernanwendungen mit spielerischen und narrativen Elementen</title>
    <link>http://www.citeulike.org/user/jonas28/article/1389972</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>Konstruktivistisches Potenzial in Lernanwendungen mit spielerischen und narrativen Elementen</dc:title>

    <dc:creator>Wey-Han Tan</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-06-14T12:53:00-00:00</dc:date>
    <prism:category>gamedesign</prism:category>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1273909">
    <title>Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)</title>
    <link>http://www.citeulike.org/user/jonas28/article/1273909</link>
    <description>&lt;i&gt;(26 March 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.</description>
    <dc:title>Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)</dc:title>

    <dc:creator>James Gee</dc:creator>
    <dc:source>(26 March 2007)</dc:source>
    <dc:date>2007-05-03T14:15:37-00:00</dc:date>
    <prism:publisher>Peter Lang Pub Inc</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/445771">
    <title>Simulations and the Future of Learning : An Innovative (and Perhaps Revolutionary) Approach to e-Learning </title>
    <link>http://www.citeulike.org/user/jonas28/article/445771</link>
    <description>&lt;i&gt;(11 September 2003)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&#60;I&#62;Simulations and the Future of Learning&#60;/I&#62; offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components&#8212; the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability. </description>
    <dc:title>Simulations and the Future of Learning : An Innovative (and Perhaps Revolutionary) Approach to e-Learning </dc:title>

    <dc:creator>Clark Aldrich</dc:creator>
    <dc:source>(11 September 2003)</dc:source>
    <dc:date>2005-12-21T01:43:43-00:00</dc:date>
    <prism:publisher>Pfeiffer</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>gamedesign</prism:category>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1263272">
    <title>Story and Simulations for Serious Games: Tales from the Trenches</title>
    <link>http://www.citeulike.org/user/jonas28/article/1263272</link>
    <description>&lt;i&gt;(15 November 2006)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;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 relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.&#60;br&#62;&#60;br&#62;*Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level. &#60;br&#62;&#60;br&#62;*Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making.&#60;br&#62;&#60;br&#62;*Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects</description>
    <dc:title>Story and Simulations for Serious Games: Tales from the Trenches</dc:title>

    <dc:creator>Nicholas Iuppa</dc:creator>
    <dc:creator>Terry Borst</dc:creator>
    <dc:source>(15 November 2006)</dc:source>
    <dc:date>2007-04-28T12:44:55-00:00</dc:date>
    <prism:publisher>Focal Press</prism:publisher>
    <prism:category>gamedesign</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1153248">
    <title>Protokollierung und Visualisierung von Nutzerinteraktionen in Serious Games</title>
    <link>http://www.citeulike.org/user/jonas28/article/1153248</link>
    <description>&lt;i&gt;(2007)&lt;/i&gt;</description>
    <dc:title>Protokollierung und Visualisierung von Nutzerinteraktionen in Serious Games</dc:title>

    <dc:creator>René Sickel</dc:creator>
    <dc:source>(2007)</dc:source>
    <dc:date>2007-03-10T23:10:55-00:00</dc:date>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1145928">
    <title>What Makes a Learning Game?</title>
    <link>http://www.citeulike.org/user/jonas28/article/1145928</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>What Makes a Learning Game?</dc:title>

    <dc:creator>David Schaller</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-03-07T18:18:57-00:00</dc:date>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1145396">
    <title>Games That Teach - A Critical Analysis</title>
    <link>http://www.citeulike.org/user/jonas28/article/1145396</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>Games That Teach - A Critical Analysis</dc:title>

    <dc:creator>Klaus Jantke</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-03-07T10:50:54-00:00</dc:date>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1145391">
    <title>Storyboarding for Playful Learning</title>
    <link>http://www.citeulike.org/user/jonas28/article/1145391</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>Storyboarding for Playful Learning</dc:title>

    <dc:creator>Klaus Jantke</dc:creator>
    <dc:creator>Rainer Knauf</dc:creator>
    <dc:creator>Avelino Gonzalez</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-03-07T10:47:24-00:00</dc:date>
    <prism:category>serious_games</prism:category>
    <prism:category>storytelling</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1109504">
    <title>Didactic Analysis of Digital Games and Game-Based Learning</title>
    <link>http://www.citeulike.org/user/jonas28/article/1109504</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>Didactic Analysis of Digital Games and Game-Based Learning</dc:title>

    <dc:creator>Matthias Bopp</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-02-16T08:08:56-00:00</dc:date>
    <prism:publisher>IOS Press</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1109500">
    <title>Guidelines for Game-Based Learning</title>
    <link>http://www.citeulike.org/user/jonas28/article/1109500</link>
    <description>&lt;i&gt;(01 January 2004)&lt;/i&gt;</description>
    <dc:title>Guidelines for Game-Based Learning</dc:title>

    <dc:creator>Maja Pivec</dc:creator>
    <dc:creator>Anni Koubek</dc:creator>
    <dc:creator>Claudio Dondi</dc:creator>
    <dc:source>(01 January 2004)</dc:source>
    <dc:date>2007-02-16T08:04:54-00:00</dc:date>
    <prism:publisher>Dustri</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1094357">
    <title>Games And Simulations in Online Learning: Research And Development Frameworks</title>
    <link>http://www.citeulike.org/user/jonas28/article/1094357</link>
    <description>&lt;i&gt;(26 September 2006)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere, on Web sites, in stores, streamed to the desktop, on television, they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but they are not as wide-spread as email, discussion threads, and blogs. Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources.</description>
    <dc:title>Games And Simulations in Online Learning: Research And Development Frameworks</dc:title>

    <dc:creator>David Gibson</dc:creator>
    <dc:creator>Clark Aldrich</dc:creator>
    <dc:creator>Marc Prensky</dc:creator>
    <dc:source>(26 September 2006)</dc:source>
    <dc:date>2007-02-08T07:31:55-00:00</dc:date>
    <prism:publisher>Information Science Publishing</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1070838">
    <title>How Computer Games Help Children Learn</title>
    <link>http://www.citeulike.org/user/jonas28/article/1070838</link>
    <description>&lt;i&gt;(26 December 2006)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&#60;div&#62;&#60;div&#62;In this groundbreaking look at the future of education, game scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. &#60;i&#62;How Computer Games Help Children Learn&#60;/i&#62; looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new &#34;smart games&#34; will give them the knowledge and skills they need to succeed in a changing world.&#60;/div&#62;&#60;/div&#62;</description>
    <dc:title>How Computer Games Help Children Learn</dc:title>

    <dc:creator>David Shaffer</dc:creator>
    <dc:source>(26 December 2006)</dc:source>
    <dc:date>2007-01-27T13:33:31-00:00</dc:date>
    <prism:publisher>Palgrave Macmillan</prism:publisher>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1064393">
    <title>Understanding the educational potential of commercial computer games through activity and narratives.</title>
    <link>http://www.citeulike.org/user/jonas28/article/1064393</link>
    <description>&lt;i&gt;(2004)&lt;/i&gt;</description>
    <dc:title>Understanding the educational potential of commercial computer games through activity and narratives.</dc:title>

    <dc:creator>S Egenfeldt-Nielsen</dc:creator>
    <dc:source>(2004)</dc:source>
    <dc:date>2007-01-24T07:42:07-00:00</dc:date>
    <prism:publisher>Game-Research</prism:publisher>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1064359">
    <title>Overview of research on the educational use of video games.</title>
    <link>http://www.citeulike.org/user/jonas28/article/1064359</link>
    <description>&lt;i&gt;(2006)&lt;/i&gt;</description>
    <dc:title>Overview of research on the educational use of video games.</dc:title>

    <dc:creator>S Egenfeldt-Nielsen</dc:creator>
    <dc:source>(2006)</dc:source>
    <dc:date>2007-01-24T07:39:48-00:00</dc:date>
    <prism:category>gameresearch</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1061891">
    <title>Barnga, 25th Anniversary Edition: A Simulation Game on Cultural Clashes</title>
    <link>http://www.citeulike.org/user/jonas28/article/1061891</link>
    <description>&lt;i&gt;(15 May 2006)&lt;/i&gt;</description>
    <dc:title>Barnga, 25th Anniversary Edition: A Simulation Game on Cultural Clashes</dc:title>

    <dc:creator>Sivasailam Thiagarakan</dc:creator>
    <dc:creator>Raja Thiagarajan</dc:creator>
    <dc:source>(15 May 2006)</dc:source>
    <dc:date>2007-01-23T11:36:21-00:00</dc:date>
    <prism:publisher>Intercultural Press</prism:publisher>
    <prism:category>gamedesign</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1061859">
    <title>Digital Game-Based Learning</title>
    <link>http://www.citeulike.org/user/jonas28/article/1061859</link>
    <description>&lt;i&gt;(17 January 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Recognizing that people respond more effectively to speed, fun and graphics, Prensky's revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training. &#60;P&#62; Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it's not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate. &#34;The time has come for Digital Game-Based learning. Thanks to the Internet, video games, and increasingly accessible cutting-edge technology, new learning styles have emerged. The Nintendo and MTV generation process information more rapidly than ever before, prefer graphics to text, and work on several fronts at once, making them champion multi-taskers. As a result, today's new work force is eager for new challenges. But so far, the traditional mainstream business world has done very little to accommodate them, particularly apparent in the realm of training sessions. The question arises: How do you train today's bright young business people for the rules of corporate life in ways that will effectively tap their learning potential--and won't put them to sleep? Written by former vice president of Human Resources at Bankers Trust and present founder, CEO, and Creative Director the groundbreaking games2train.com Web site, this timely and innovative book defines digital game-based learning, explains it advantages and benefits far into the future, where it can be used­­and how.&#34;</description>
    <dc:title>Digital Game-Based Learning</dc:title>

    <dc:creator>Marc Prensky</dc:creator>
    <dc:source>(17 January 2007)</dc:source>
    <dc:date>2007-01-23T11:04:28-00:00</dc:date>
    <prism:publisher>Paragon House Publishers</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/418901">
    <title>Half-Real : Video Games between Real Rules and Fictional Worlds</title>
    <link>http://www.citeulike.org/user/jonas28/article/418901</link>
    <description>&lt;i&gt;(01 November 2005)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from &#60;i&#62;Pong&#60;/i&#62; to &#60;i&#62;The Legend of Zelda&#60;/i&#62;, from chess to &#60;i&#62;Grand Theft Auto&#60;/i&#62;, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.&#60;br /&#62; &#60;br /&#62; Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make &#60;i&#62;Half-Real&#60;/i&#62; of interest to media, literature, and game scholars as well as to game professionals and gamers.</description>
    <dc:title>Half-Real : Video Games between Real Rules and Fictional Worlds</dc:title>

    <dc:creator>Jesper Juul</dc:creator>
    <dc:source>(01 November 2005)</dc:source>
    <dc:date>2005-12-01T23:27:17-00:00</dc:date>
    <prism:publisher>The MIT Press</prism:publisher>
    <prism:category>gamedesign</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/913307">
    <title>How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?</title>
    <link>http://www.citeulike.org/user/jonas28/article/913307</link>
    <description>&lt;i&gt;Comput. Educ., Vol. 46, No. 3. (April 2006), pp. 249-264.&lt;/i&gt;</description>
    <dc:title>How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?</dc:title>

    <dc:creator>Sara de Freitas</dc:creator>
    <dc:creator>Martin Oliver</dc:creator>
    <dc:identifier>doi:10.1016/j.compedu.2005.11.007</dc:identifier>
    <dc:source>Comput. Educ., Vol. 46, No. 3. (April 2006), pp. 249-264.</dc:source>
    <dc:date>2006-10-26T11:37:18-00:00</dc:date>
    <prism:publicationName>Comput. Educ.</prism:publicationName>
    <prism:issn>0360-1315</prism:issn>
    <prism:volume>46</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>249</prism:startingPage>
    <prism:endingPage>264</prism:endingPage>
    <prism:publisher>Elsevier Science Ltd.</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/908315">
    <title>Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games</title>
    <link>http://www.citeulike.org/user/jonas28/article/908315</link>
    <description>&lt;i&gt;Educational Technology Research and Development, Vol. V44, No. 2. (18 June 1996), pp. 43-58.&lt;/i&gt;</description>
    <dc:title>Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games</dc:title>

    <dc:creator>Lloyd Rieber</dc:creator>
    <dc:identifier>doi:10.1007/BF02300540</dc:identifier>
    <dc:source>Educational Technology Research and Development, Vol. V44, No. 2. (18 June 1996), pp. 43-58.</dc:source>
    <dc:date>2006-10-20T14:58:38-00:00</dc:date>
    <prism:publicationName>Educational Technology Research and Development</prism:publicationName>
    <prism:volume>V44</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>43</prism:startingPage>
    <prism:endingPage>58</prism:endingPage>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/674982">
    <title>Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences</title>
    <link>http://www.citeulike.org/user/jonas28/article/674982</link>
    <description>&lt;i&gt;(05 May 2005)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Designed for learning professionals and drawing on both game creators and instructional designers, &#60;i&#62;Learning by Doing&#60;/i&#62; explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation.  It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures.  Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues.  As John Coné, former chief learning officer of Dell Computers, suggests, &#8220;Anyone who wants to lead or even succeed in our profession would do well to read this book.&#8221;  Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Con, former chief learning officer of Dell Computers, suggests, &#38; Anyone who wants to lead or even succeed in our profession would do well to read this book.</description>
    <dc:title>Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences</dc:title>

    <dc:creator>Clark Aldrich</dc:creator>
    <dc:source>(05 May 2005)</dc:source>
    <dc:date>2006-05-30T14:16:34-00:00</dc:date>
    <prism:publisher>John Wiley &#38; Sons</prism:publisher>
    <prism:category>elearning</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/598592">
    <title>Engaging Learning : Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professiona)</title>
    <link>http://www.citeulike.org/user/jonas28/article/598592</link>
    <description>&lt;i&gt;(19 May 2005)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. &#60;i&#62;Engaging Learning&#60;/i&#62; offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.  &#34;Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. &#60;i&#62;Engaging Learning&#60;/i&#62; offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun. &#34;</description>
    <dc:title>Engaging Learning : Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professiona)</dc:title>

    <dc:creator>Clark Quinn</dc:creator>
    <dc:source>(19 May 2005)</dc:source>
    <dc:date>2006-04-24T18:37:59-00:00</dc:date>
    <prism:publisher>Pfeiffer</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1051811">
    <title>Hamlet on the Holodeck. The Future of Narrative in Cyberspace.</title>
    <link>http://www.citeulike.org/user/jonas28/article/1051811</link>
    <description>&lt;i&gt;(1998)&lt;/i&gt;</description>
    <dc:title>Hamlet on the Holodeck. The Future of Narrative in Cyberspace.</dc:title>

    <dc:creator>Janet Murray</dc:creator>
    <dc:source>(1998)</dc:source>
    <dc:date>2007-01-19T13:10:08-00:00</dc:date>
    <prism:publisher>The MIT Press</prism:publisher>
    <prism:category>serious_games</prism:category>
    <prism:category>storytelling</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1051521">
    <title>Serious Games. Games That Educate, Train, and Inform (Lernmaterialien): Games That Educate, Train, and Info</title>
    <link>http://www.citeulike.org/user/jonas28/article/1051521</link>
    <description>&lt;i&gt;(2005)&lt;/i&gt;</description>
    <dc:title>Serious Games. Games That Educate, Train, and Inform (Lernmaterialien): Games That Educate, Train, and Info</dc:title>

    <dc:creator>David Michael</dc:creator>
    <dc:creator>Sandra Chen</dc:creator>
    <dc:source>(2005)</dc:source>
    <dc:date>2007-01-19T12:00:59-00:00</dc:date>
    <prism:publisher>Itps Thomson Learning</prism:publisher>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1042057">
    <title>The use of computer and video games for learning.A review of the literature</title>
    <link>http://www.citeulike.org/user/jonas28/article/1042057</link>
    <description>&lt;i&gt;(2004)&lt;/i&gt;</description>
    <dc:title>The use of computer and video games for learning.A review of the literature</dc:title>

    <dc:creator>Alice Mitchell</dc:creator>
    <dc:creator>Carol Savill-Smith</dc:creator>
    <dc:source>(2004)</dc:source>
    <dc:date>2007-01-15T08:41:28-00:00</dc:date>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/1029993">
    <title>Die Herstellung eines Edutainment-Titels. Von der Konzeption bis zur Auslieferung.</title>
    <link>http://www.citeulike.org/user/jonas28/article/1029993</link>
    <description>&lt;i&gt;Handbuch Medien: Computerspiele. Theorie, Forschung, Praxis (1999), pp. 175-183.&lt;/i&gt;</description>
    <dc:title>Die Herstellung eines Edutainment-Titels. Von der Konzeption bis zur Auslieferung.</dc:title>

    <dc:creator>Barbara Landbeck</dc:creator>
    <dc:source>Handbuch Medien: Computerspiele. Theorie, Forschung, Praxis (1999), pp. 175-183.</dc:source>
    <dc:date>2007-01-08T10:34:38-00:00</dc:date>
    <prism:publicationName>Handbuch Medien: Computerspiele. Theorie, Forschung, Praxis</prism:publicationName>
    <prism:startingPage>175</prism:startingPage>
    <prism:endingPage>183</prism:endingPage>
    <prism:category>projekt_utopia</prism:category>
    <prism:category>serious_games</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jonas28/article/499931">
    <title>Beyond Edutainment Exploring the Educational Potential of Computer Games</title>
    <link>http://www.citeulike.org/user/jonas28/article/499931</link>
    <description>&lt;i&gt;(February 2005)&lt;/i&gt;</description>
    <dc:title>Beyond Edutainment Exploring the Educational Potential of Computer Games</dc:title>

    <dc:creator>Simon Egenfeldt-Nielsen</dc:creator>
    <dc:source>(February 2005)</dc:source>
    <dc:date>2006-02-09T09:31:11-00:00</dc:date>
    <prism:category>projekt_utopia</prism:category>
    <prism:category>serious_games</prism:category>
</item>



</rdf:RDF>

