Serious Games Development And Applications

Serious Games Development And Applications Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Serious Games Development And Applications book. This book definitely worth reading, it is an incredibly well-written.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou
Publisher : Springer
Page : 702 pages
File Size : 43,5 Mb
Release : 2017-03-03
Category : Computers
ISBN : 9783319516455

Get Book

Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou Pdf

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.

Serious Games for Healthcare: Applications and Implications

Author : Arnab, Sylvester
Publisher : IGI Global
Page : 370 pages
File Size : 40,7 Mb
Release : 2012-07-31
Category : Health & Fitness
ISBN : 9781466619043

Get Book

Serious Games for Healthcare: Applications and Implications by Arnab, Sylvester Pdf

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Serious Games Development and Applications

Author : Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge
Publisher : Springer
Page : 226 pages
File Size : 49,5 Mb
Release : 2014-10-03
Category : Computers
ISBN : 9783319116235

Get Book

Serious Games Development and Applications by Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge Pdf

This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 44,6 Mb
Release : 2016-08-25
Category : Computers
ISBN : 9783319406121

Get Book

Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Serious Games Development and Applications

Author : Minhua Ma,Manuel Fradinho Oliveira,Sobah Petersen,Jannicke Baalsrud Hauge
Publisher : Springer
Page : 321 pages
File Size : 40,8 Mb
Release : 2013-08-19
Category : Computers
ISBN : 9783642407901

Get Book

Serious Games Development and Applications by Minhua Ma,Manuel Fradinho Oliveira,Sobah Petersen,Jannicke Baalsrud Hauge Pdf

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 full papers, 9 short papers/posters and 2 invited keynotes) presented were carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and training, games for other purposes, game design and theories, gaming interface, policy matters.

Serious Games Development and Applications

Author : Minhua Ma,Manuel Fradinho Oliveira,Joao Madeiras Pereira
Publisher : Springer
Page : 147 pages
File Size : 43,7 Mb
Release : 2012-02-21
Category : Computers
ISBN : 9783642238345

Get Book

Serious Games Development and Applications by Minhua Ma,Manuel Fradinho Oliveira,Joao Madeiras Pereira Pdf

This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011. The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.

Handbook of Research on Serious Games for Educational Applications

Author : Zheng, Robert,Gardner, Michael K.
Publisher : IGI Global
Page : 496 pages
File Size : 51,6 Mb
Release : 2016-08-01
Category : Education
ISBN : 9781522505143

Get Book

Handbook of Research on Serious Games for Educational Applications by Zheng, Robert,Gardner, Michael K. Pdf

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Serious Games and Edutainment Applications

Author : Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain
Publisher : Springer
Page : 504 pages
File Size : 50,7 Mb
Release : 2014-03-02
Category : Computers
ISBN : 1447158113

Get Book

Serious Games and Edutainment Applications by Minhua Ma,Andreas Oikonomou,Lakhmi C. Jain Pdf

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.

Simulations, Serious Games and Their Applications

Author : Yiyu Cai,Sui Lin Goei
Publisher : Springer Science & Business Media
Page : 258 pages
File Size : 48,9 Mb
Release : 2013-11-08
Category : Technology & Engineering
ISBN : 9789814560320

Get Book

Simulations, Serious Games and Their Applications by Yiyu Cai,Sui Lin Goei Pdf

This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Trends and Applications of Serious Gaming and Social Media

Author : Youngkyun Baek,Ryan Ko,Tim Marsh
Publisher : Springer
Page : 186 pages
File Size : 48,8 Mb
Release : 2014-07-08
Category : Technology & Engineering
ISBN : 9789814560269

Get Book

Trends and Applications of Serious Gaming and Social Media by Youngkyun Baek,Ryan Ko,Tim Marsh Pdf

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.

Serious Game Design and Development: Technologies for Training and Learning

Author : Cannon-Bowers, Jan,Bowers, Clint
Publisher : IGI Global
Page : 382 pages
File Size : 40,9 Mb
Release : 2010-02-28
Category : Computers
ISBN : 9781615207404

Get Book

Serious Game Design and Development: Technologies for Training and Learning by Cannon-Bowers, Jan,Bowers, Clint Pdf

"With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal"--Provided by publisher.

When VR Serious Games Meet Special Needs Education

Author : Yiyu Cai,Qi Cao
Publisher : Springer Nature
Page : 217 pages
File Size : 51,5 Mb
Release : 2021-05-04
Category : Technology & Engineering
ISBN : 9789813369429

Get Book

When VR Serious Games Meet Special Needs Education by Yiyu Cai,Qi Cao Pdf

This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

Serious Games Development and Applications

Author : Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Heiko Duin,Klaus-Dieter Thoben
Publisher : Springer
Page : 269 pages
File Size : 47,9 Mb
Release : 2012-09-18
Category : Computers
ISBN : 9783642336874

Get Book

Serious Games Development and Applications by Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Heiko Duin,Klaus-Dieter Thoben Pdf

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Author : Minhua Ma,Lakhmi C. Jain,Paul Anderson
Publisher : Springer Science & Business
Page : 568 pages
File Size : 51,9 Mb
Release : 2014-04-25
Category : Technology & Engineering
ISBN : 9783642548161

Get Book

Virtual, Augmented Reality and Serious Games for Healthcare 1 by Minhua Ma,Lakhmi C. Jain,Paul Anderson Pdf

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Serious Games

Author : Ute Ritterfeld,Michael Cody,Peter Vorderer
Publisher : Routledge
Page : 643 pages
File Size : 54,6 Mb
Release : 2009-09-10
Category : Education
ISBN : 9781135848903

Get Book

Serious Games by Ute Ritterfeld,Michael Cody,Peter Vorderer Pdf

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.