Trends and Applications of Serious Gaming and Social Media

  • Youngkyun Baek
  • Ryan Ko
  • Tim Marsh

Part of the Gaming Media and Social Effects book series (GMSE)

Table of contents

  1. Front Matter
    Pages i-viii
  2. Giuditta De Prato, Claudio Feijoo, Jean Paul Simon
    Pages 15-23
  3. Luca Galli, Piero Fraternali
    Pages 25-50
  4. Deepak Subramanian, Peter Kok Keong Loh
    Pages 71-87
  5. Jillian Sok Teng Boon, Daniel Shuen Sheng Fung
    Pages 89-110
  6. Youngkyun Baek, Beomkyu Choi
    Pages 111-127
  7. Clara Hui, Frankie Tam
    Pages 171-183
  8. Back Matter
    Pages 185-186

About this book


This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.


2012 Serious Games and Social Connect Achievement Systems Educational Games Immersive Technology Malware Analytics Persuasive Technology Serious Games Social Network

Editors and affiliations

  • Youngkyun Baek
    • 1
  • Ryan Ko
    • 2
  • Tim Marsh
    • 3
  1. 1.Educational TechnologyBoise State UniversityBoiseUSA
  2. 2.Computer ScienceUniversity of WaikatoHamiltonNew Zealand
  3. 3.Information TechnologyJames Cook UniversityTownsvilleAustralia

Bibliographic information

  • DOI
  • Copyright Information Springer Science+Business Media Singapore 2014
  • Publisher Name Springer, Singapore
  • eBook Packages Engineering
  • Print ISBN 978-981-4560-25-2
  • Online ISBN 978-981-4560-26-9
  • Series Print ISSN 2197-9685
  • Series Online ISSN 2197-9693
  • About this book