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Developing Serious Games (Charles River Media Game Development)
 
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Developing Serious Games (Charles River Media Game Development) (Paperback)

by Bryan Bergeron (Author)
4.0 out of 5 stars See all reviews (1 customer review)
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Product details

  • Paperback: 464 pages
  • Publisher: Charles River Media; illustrated edition edition (9 Feb 2006)
  • Language English
  • ISBN-10: 1584504447
  • ISBN-13: 978-1584504443
  • Product Dimensions: 22.9 x 18.5 x 3 cm
  • Average Customer Review: 4.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 229,090 in Books (See Bestsellers in Books)

    Popular in this category:

    #84 in  Books > Computing & Internet > Computer Science > Systems Analysis & Design
  • See Complete Table of Contents

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Product Description

Product Description
"Developing Serious Games" details what is involved in developing serious video games, from the use of affordable game engines to marketing and identifying sources of capital. The book is designed as a complete resource for developers and programmers interested in creating serious games: it teaches them how to get started and how to make money in this emerging arena. Beginning with a brief review of the emergence of serious game development as a viable niche in the multi-billion dollar gaming industry, the book explores the various types of serious games, including military, academic, medical, and training & development. 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 an evaluation of the market, the economic potential of the space, and the customer base. The book closes with a look to the future of serious gaming from a developer's perspective. The companion CD-ROM includes sample development tools and demos of serious games.

About the Author
Bryan Bergeron (Brookline, MA) developed the first commercial multimedia patient simulator (game) on the microcomputer. He is the author of six commercial "serious games" in healthcare, and authored or directed the development of a dozen more in the course of his work supporting the curriculum at Harvard Medical School and MIT. He holds two patents in serious gaming (two more pending), and has consulted for medical boards, the pharmaceutical industry, publishers, and universities in the US and abroad on the topic of serious games for over 20 years.

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2 of 2 people found the following review helpful:
4.0 out of 5 stars Serious Games must be taken seriously!, 9 Mar 2006
By W. Baars "Wouter Baars" (Netherlands) - See all my reviews
(REAL NAME)   
This is a very good book on serious games. It does give you probably up to a hundred examples of serious games on various fields such as the military, medical training games, educational games, simulations, etcetera. In the book serious games are categorised as: Activism Games, Advergames, Business games, Exergaming, Health and medicine games, news games, Political games, Realistic games, Core competency games, Repurposed of the shelf games and Mods. Within all these lots of examples are given that give designers examples. Unfortunately these examples are not really analysed in detail so the reader has to make up his mind if the given example is a good practise of a serious game or not. The book does give some ideas on what makes a serious game a good game and gives lots of references for further study on particular serious game design issues. However it is up to you and I know that some of the serious games mentioned in the book are NOT good practises.

It does give an introduction into the development process of (serious) games, technologies and (project) management and business aspects. I could care less for this part and on a occasion or two I found the book (in my opinion) wrong. For example the game development process is being described as a 'pipeline' process, thus being linear. However good games, serious or not, need to be tested and tested and tested by players and thus redesigned and redesigned and redesigned many times. You can not do that in a linear managed project! I have never seen it work in practice! This is what happens if a museum, institute or school wants to make a serious game and does it in a linear way: they have an idea, they design the game, they make it and then when almost all the money is gone, they have it tested by some kids only to find out it is a boring game and needs to be redone all over. They did manage their money well throughout all the fases, but they never realised they needed to go trough the idea and design fase up to 10 times! For this reason and others the use of MS projects as proposed in the book is a bad suggestion. For (serious) game development use iterative project processes!

Another part of the book is about the hardware and software you could use to make a serious game. The suggestions on software and the lists of examples is very good (even though there is lots more software available to make (serious) games. E.g. have a look at www.gamesmaken.startpagina.nl). The remarks on hardware, could be left out. It lists what kind of PC configuration you would need to make a serious game. Ok if you are a total beginner in this field, but for the 98% of the other readers it does not make much sense. This list will be outdated at the time the book has left the presses. Also, there is so much debate on which hardware to use. The book for example suggests a pc configuration for sound recording. Now, I do not want to get into the Mac- PC discussions, but all the people I know (and I have a lot of musicians as friends) use Macs for audio recording with protocols or logic or on a occasion Steinberg software. The same goes for graphics design. The book suggest a Alienware or Dell to work on. But all the professional designers I know (more than 50 I estimate) work on Macs. So the solutions mentioned in the book are not wrong, but well... you know it is too personal. I would not even write about it in a book.

But ok, besides these two issues mentioned above, I think the info in the book is very good.

What I personally was looking for the most is how to really do it. How to make a good game for education, how to make a good game for a museum or how to make a game that convinces kids to eat healthy or not to start smoking. Design issues like these are introduced and discussed in this book, but not enough in my opinion. It would have made this book superb instead of very good if the writer had done that. Just maybe analyse two or three serious games that turned out to be working very well. How they were made, which design choices were made, how the result was measured, which dead ends were tried before they had the final result, how do the players respond to the game, etcetera. But then again, this might be a great subject for the next book on serious games!

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