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dc.contributor.authorMartens, Alke
dc.contributor.authorHimmelspach, Jan
dc.contributor.authorEwald, Roland
dc.contributor.editorLucke, Ulrikede_DE
dc.contributor.editorKindsmüller, Martin Christofde_DE
dc.contributor.editorFischer, Stefande_DE
dc.contributor.editorHerczeg, Michaelde_DE
dc.contributor.editorSeehusen, Silkede_DE
dc.date.accessioned2017-11-22T14:42:53Z
dc.date.available2017-11-22T14:42:53Z
dc.date.issued2008
dc.identifier.isbn978-3-8325-2007-6en_US
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/7064
dc.description.abstractUsing modeling and simulation techniques in game development can look back on a comparably long history, starting in the early 1970s. In contrast to this long tradition of combining games and simulations, it is usually not made explicit which kind of simulation is used, which models are fundament of the simulation, and which role the simulation and the models have in the game based scenario (e.g. non-player characters, environment, engines). This has led to a situation where research in modeling and simulation and development of games run in parallel – it is not clear how recent research results influence the interwoven development of both fields. This paper will start with an attempt to structure both fields, and to provide for a collection of defined terms, which help to relate modeling and simulation approaches to game development.de_DE
dc.language.isoende_DE
dc.publisherLogos Verlagde_DE
dc.relation.ispartofWorkshop Proceedings der Tagungen Mensch & Computer 2008, DeLFI 2008 und Cognitive Design 2008de_DE
dc.titleModeling, Simulation and Gamesde_DE
dc.typeworkshopde_DE
dc.pubPlaceBerlinde_DE
mci.document.qualitydigidocde_DE
mci.reference.pages349-354de_DE
mci.conference.sessiontitleDeLFI 2008: Game-based Learningde_DE


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