Serious Games and Edutainment Applications

Volume II

  • Minhua Ma
  • Andreas Oikonomou

Table of contents

  1. Front Matter
    Pages i-xx
  2. Serious Games and Emotion

    1. Front Matter
      Pages 1-1
    2. Claudia Schrader, Julia Brich, Julian Frommel, Valentin Riemer, Katja Rogers
      Pages 3-28
    3. Merja Koivula, Kerttu Huttunen, Marleena Mustola, Sari Lipponen, Marja-Leena Laakso
      Pages 29-53
  3. Games for Music Education

  4. Games for Medical Education and Training

    1. Front Matter
      Pages 99-99
    2. Paul Rea, Daniel Livingstone, Ianto Thorvald Jocks, Cecilie Osnes
      Pages 101-119
    3. David Panzoli, Catherine Pons Lelardeux, Michel Galaup, Pierre Lagarrigue, Vincent Minville, Vincent Lubrano
      Pages 147-186
  5. Game Based Learning in Various Subjects

    1. Front Matter
      Pages 223-223
    2. Louisa Rosenheck, Jody Clarke-Midura, Susannah Gordon-Messer, Eric Klopfer
      Pages 225-258
    3. Assunta Tavernise, Francesca Bertacchini
      Pages 273-285
  6. Serious Games for Children and Adolescents

    1. Front Matter
      Pages 287-287
    2. Tingting Liu, Minhua Ma, Zhen Liu, Gerard Jounghyun Kim, Cuijuan Liu, Qintao Geng
      Pages 289-306
    3. Wouter J. Boendermaker, Margot Peeters, Pier J. M. Prins, Reinout W. Wiers
      Pages 307-321

About this book

Introduction

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as  serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing  developers and designers  regarding games for training and education.

This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Keywords

3D graphics and visualisation education game design game programming serious games

Editors and affiliations

  • Minhua Ma
    • 1
  • Andreas Oikonomou
    • 2
  1. 1.School of Art, Design and ArchitectureUniversity of HuddersfieldHuddersfieldUnited Kingdom
  2. 2.College of Science and TechnologyNottingham Trent UniversityNottinghamUnited Kingdom

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-51645-5
  • Copyright Information Springer International Publishing AG 2017
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-51643-1
  • Online ISBN 978-3-319-51645-5
  • About this book