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 cbrief 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.
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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 or 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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