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© 2017

Serious Games and Edutainment Applications

Volume II

  • Minhua Ma
  • Andreas Oikonomou

Benefits

  • 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

Book

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

About the editors

Minhua Ma is a Professor of Digital Media & Games in the School of Art, Design and Architecture at the University of Huddersfield and currently serves as the Head of Department of Art & Communication too. As a world-leading academic, involved with the emergence of serious games as a field of academic study, she has widely researched and published on topics such as serious games for education, medicine and healthcare, Virtual and Augmented Reality and Natural Language Processing.

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.

Bibliographic information

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