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Serious Games and Edutainment Applications

Editors: Ma, Minhua, Oikonomou, Andreas, Jain, Lakhmi C. (Eds.)

  • Explores opportunities for game developers to apply their knowledge to areas outside of the entertainment industry
  • Covers various types of games including military, academic, medical and training and technology
  • Contains a serious game design document that illustrates the important differences between entertainment games and serious games
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eBook $119.00
price for USA
  • ISBN 978-1-4471-2161-9
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $159.00
price for USA
  • ISBN 978-1-4471-2160-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $159.00
price for USA
  • ISBN 978-1-4471-5811-0
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
About this Textbook

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.

Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Table of contents (23 chapters)

  • Innovations in Serious Games for Future Learning

    Ma, Minhua (et al.)

    Pages 3-7

  • Serious Games: A New Paradigm for Education?

    Freitas, Sara (et al.)

    Pages 9-23

  • Origins of Serious Games

    Djaouti, Damien (et al.)

    Pages 25-43

  • Serious Learning in Serious Games

    Mitgutsch, Konstantin

    Pages 45-58

  • Social Flow and Learning in Digital Games:A Conceptual Model and Research Agenda

    Bachen, Christine M. (et al.)

    Pages 61-84

Buy this book

eBook $119.00
price for USA
  • ISBN 978-1-4471-2161-9
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $159.00
price for USA
  • ISBN 978-1-4471-2160-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $159.00
price for USA
  • ISBN 978-1-4471-5811-0
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Serious Games and Edutainment Applications
Editors
  • Minhua Ma
  • Andreas Oikonomou
  • Lakhmi C. Jain
Copyright
2011
Publisher
Springer-Verlag London
Copyright Holder
Springer-Verlag London Limited
eBook ISBN
978-1-4471-2161-9
DOI
10.1007/978-1-4471-2161-9
Hardcover ISBN
978-1-4471-2160-2
Softcover ISBN
978-1-4471-5811-0
Edition Number
1
Number of Pages
XVI, 504
Topics