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Serious Games and Edutainment Applications

Volume II

  • Book
  • © 2017

Overview

  • 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

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Table of contents (29 chapters)

  1. Serious Games and Emotion

  2. Games for Music Education

  3. Games for Medical Education and Training

  4. Game Based Learning in Various Subjects

  5. Serious Games for Children and Adolescents

Keywords

About this book

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.

Thissecond 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.

Editors and Affiliations

  • School of Art, Design and Architecture, University of Huddersfield, Huddersfield, United Kingdom

    Minhua Ma

  • College of Science and Technology, Nottingham Trent University, Nottingham, United Kingdom

    Andreas Oikonomou

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.

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