Skip to main content
Book cover

Serious Games and Edutainment Applications

  • Textbook
  • © 2011

Overview

  • Explores opportunities for game developers to apply their knowledge to areas outside of the entertainment industry
  • Covers various types of games including military, academic, medical and training and technology
  • Contains a serious game design document that illustrates the important differences between entertainment games and serious games

This is a preview of subscription content, log in via an institution to check access.

Access this book

eBook USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 139.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

Licence this eBook for your library

Institutional subscriptions

Table of contents (23 chapters)

  1. Introduction

  2. Theories and Reviews

  3. Custom-Made Games and Case Studies

  4. Use of Commercial-Off-the-Shelf (COTS) Games in Education

Keywords

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

  • , Digital Design Studio, The Glasgow School of Art, Glasgow, United Kingdom

    Minhua Ma

  • E514, School of Computing and Mathematics, University of Derby, Derby, United Kingdom

    Andreas Oikonomou

  • , School of Electrical and Information, University of South Australia, Adelaide, Australia

    Lakhmi C. Jain

Bibliographic Information

  • Book Title: Serious Games and Edutainment Applications

  • Editors: Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain

  • DOI: https://doi.org/10.1007/978-1-4471-2161-9

  • Publisher: Springer London

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: Springer-Verlag London Limited 2011

  • Hardcover ISBN: 978-1-4471-2160-2Published: 10 December 2011

  • Softcover ISBN: 978-1-4471-5811-0Published: 02 March 2014

  • eBook ISBN: 978-1-4471-2161-9Published: 09 December 2011

  • Edition Number: 1

  • Number of Pages: XVI, 504

  • Topics: Computer Science, general, Computers and Education

Publish with us