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International Conference on Multimedia Modeling

MMM 2012: Advances in Multimedia Modeling pp 3Cite as

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Challenges in Serious Gaming as Emerging Multimedia Technology for Education, Training, Sports and Health

Challenges in Serious Gaming as Emerging Multimedia Technology for Education, Training, Sports and Health

(Extended Abstract)

  • Ralf Steinmetz22 &
  • Stefan Göbel22 
  • Conference paper
  • 2271 Accesses

  • 2 Citations

Part of the Lecture Notes in Computer Science book series (LNISA,volume 7131)

Abstract

Digital computer games are very popular and successful, both as leisure activity and contemporary information and communication medium in the digital age, and as relevant economic factor and prospering market, not only in the creative industries. Games tackle a diversity of research aspects, e.g. Computer Graphics, AI, Storytelling, interfaces and sensors, authoring and production, usability and user experience or other ICT and multimedia technologies. Game technology and game techniques are broadly used by other application domains apart from pure entertainment as well. The rather new field of Serious Games, games with an additional purpose other than mere entertainment, offers a variety of new challenges and new fields of research. In our opinion, the term Serious Games comprises games for education (in terms of learning and practice), training, sports, and health. The core idea of Serious Games is to use the motivation inherited in games for other purposes like learning, sports, rehabilitation exercises, or even advertisement or opinion forming. Prominent examples in the field of Serious Games (games ’more than fun’) are games for health, persuasive games, advergames or games for education and training, for instance in the form of multiplayer online games as tools to support collaborative learning settings. The combination of gaming technologies and gaming concepts with other research disciplines, technologies, methods and concepts results in a broad range of application do-mains. The resulting research areas are Authoring of Serious Games, Collaborative Learning using multiplayer Serious Games, Serious Games in Social Networks, and sensor technology for Serious Games for Sports & Health. In this talk, we will review the various aspects and application areas of Serious Games and point out some of the grand challenges in the field of Serious Gaming. Some of the core research topics of the Serious Games at the Technische Universität Darmstadt and the httc will be reviewed. StoryTec, an authoring environment for the creation of Serious Games for non-programmers, will be illustrated, as well as 3D multiplayer Serious Games for collaborative learning and team (leader) training. Furthermore, Serious Games for sports & health, especially for fall prevention, rehabilitation, and management of obesity will be outlined.

Keywords

  • Collaborative Learning
  • Fall Prevention
  • Grand Challenge
  • Creative Industry
  • Research Discipline

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Author information

Authors and Affiliations

  1. Multimedia Communications Lab (KOM), TU Darmstadt, FB 18, KOM, Rundeturmstr. 10, 64283, Darmstadt, Germany

    Ralf Steinmetz & Stefan Göbel

Authors
  1. Ralf Steinmetz
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  2. Stefan Göbel
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Editor information

Editors and Affiliations

  1. Institute of Information Technology, Alpen-Adria-Universität Klagenfurt, Universitätsstr. 65-67, 9020, Klagenfurt, Austria

    Klaus Schoeffmann

  2. EURECOM, 2229 Rout des Crêtes, BP 193, 06904, Sophia Antipolis Cedex, France

    Bernard Merialdo

  3. School of Computer Science, Carnegie Mellon University, 5000 Forbes Ave, 15213-3890, Pittsburgh, PA, USA

    Alexander G. Hauptmann

  4. Department of Computer Science, City University of Hong Kong, Tat Chee Ave, Kowloon, Hong Kong

    Chong-Wah Ngo

  5. Department of Electronic and Electrical Engineering, University College London, Roberts Building, Torrington Place, WC1E 7JE, London, UK

    Yiannis Andreopoulos

  6. Institute of Software Technology and Interactive Systems, Vienna University of Technology, Favoritenstrasse 9-11 188/2, 1040, Vienna, Austria

    Christian Breiteneder

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© 2012 Springer-Verlag Berlin Heidelberg

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Cite this paper

Steinmetz, R., Göbel, S. (2012). Challenges in Serious Gaming as Emerging Multimedia Technology for Education, Training, Sports and Health. In: Schoeffmann, K., Merialdo, B., Hauptmann, A.G., Ngo, CW., Andreopoulos, Y., Breiteneder, C. (eds) Advances in Multimedia Modeling. MMM 2012. Lecture Notes in Computer Science, vol 7131. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-27355-1_3

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  • DOI: https://doi.org/10.1007/978-3-642-27355-1_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-27354-4

  • Online ISBN: 978-3-642-27355-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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