Entertainment Computing and Serious Games
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.
The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Made for students, researchers and people interested in the topicProvides an introduction as well as a state-of-the-art analysis of entertainment computing and serious gamesServes as a basis for people who want to start research in this area