© 2011

Serious Games and Edutainment Applications

  • Minhua Ma
  • Andreas Oikonomou
  • Lakhmi C. Jain

Table of contents

  1. Front Matter
    Pages i-xvi
  2. Introduction

    1. Front Matter
      Pages 1-1
    2. Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain
      Pages 3-7
    3. Sara de Freitas, Fotis Liarokapis
      Pages 9-23
    4. Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux
      Pages 25-43
    5. Konstantin Mitgutsch
      Pages 45-58
  3. Theories and Reviews

    1. Front Matter
      Pages 59-59
    2. Rafael J. Martínez-Durá, Miguel Arevalillo-Herráez, Ignacio García-Fernández, Miguel A. Gamón-Giménez, Angel Rodríguez-Cerro
      Pages 107-124
    3. Jule Hildmann, Hanno Hildmann
      Pages 125-146
  4. Custom-Made Games and Case Studies

    1. Front Matter
      Pages 147-147
    2. Sylvester Arnab, Panagiotis Petridis, Ian Dunwell, Sara de Freitas
      Pages 149-167
    3. Keith Millis, Carol Forsyth, Heather Butler, Patty Wallace, Arthur Graesser, Diane Halpern
      Pages 169-195
    4. Carolina Islas Sedano, Jan Pawlowski, Erkki Sutinen, Mikko Vinni, Teemu H. Laine
      Pages 197-223
    5. Aidan Sliney, Dave Murphy
      Pages 225-243
    6. Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri
      Pages 245-271
    7. Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas
      Pages 273-288
  5. Use of Commercial-Off-the-Shelf (COTS) Games in Education

    1. Front Matter
      Pages 289-289

About this book


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.



Editors and affiliations

  • Minhua Ma
    • 1
  • Andreas Oikonomou
    • 2
  • Lakhmi C. Jain
    • 3
  1. 1., Digital Design StudioThe Glasgow School of ArtGlasgowUnited Kingdom
  2. 2.E514, School of Computing and MathematicsUniversity of DerbyDerbyUnited Kingdom
  3. 3., School of Electrical and InformationUniversity of South AustraliaAdelaideAustralia

Bibliographic information

  • Book Title Serious Games and Edutainment Applications
  • Editors Minhua Ma
    Andreas Oikonomou
    Lakhmi C Jain
  • DOI
  • Copyright Information Springer-Verlag London Limited 2011
  • Publisher Name Springer, London
  • eBook Packages Computer Science Computer Science (R0)
  • Hardcover ISBN 978-1-4471-2160-2
  • Softcover ISBN 978-1-4471-5811-0
  • eBook ISBN 978-1-4471-2161-9
  • Edition Number 1
  • Number of Pages XVI, 504
  • Number of Illustrations 0 b/w illustrations, 0 illustrations in colour
  • Topics Computer Science, general
    Computers and Education
  • Buy this book on publisher's site
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