Explores cutting edge research in serious games and edutainment
Presents multidisciplinary research and practices from computer science engineering, art and design, education and social and behavioral sciences
Offers many case studies and detailed examples for bespoke serious games and adapting commercial off-the shelf games for education and training purposes
Help’s readers to understand gamification and how to make it successful within education
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Table of contents (29 chapters)
Games for Music Education
Games for Medical Education and Training
Serious Games for Children and Adolescents
About this book
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.
Editors and Affiliations
School of Art, Design and Architecture, University of Huddersfield, Huddersfield, United Kingdom
College of Science and Technology, Nottingham Trent University, Nottingham, United Kingdom
About the editors
Andreas Oikonomou is a Senior Lecturer at Nottingham Trent University where he teaches computer science, human-computer interaction (HCI) design and project management. His current research interests include applied research projects in serious games, interactive technologies, biomedical computing and artificial intelligence.
Book Title: Serious Games and Edutainment Applications
Book Subtitle: Volume II
Editors: Minhua Ma, Andreas Oikonomou
Publisher: Springer Cham
Copyright Information: Springer International Publishing AG 2017
License: CC BY
Hardcover ISBN: 978-3-319-51643-1Published: 13 March 2017
Softcover ISBN: 978-3-319-84708-5Published: 25 July 2018
eBook ISBN: 978-3-319-51645-5Published: 03 March 2017
Edition Number: 1
Number of Pages: XX, 702
Number of Illustrations: 59 b/w illustrations, 122 illustrations in colour