Skip to main content
  • Book
  • © 2014

Trends and Applications of Serious Gaming and Social Media

  • Highlights the challenges and potential of educational learning and industry training in Asia using serious games and social media platforms
  • Covers many different applications of educational games used in Asian classrooms
  • Written by experts in the field
  • Includes supplementary material: sn.pub/extras

Part of the book series: Gaming Media and Social Effects (GMSE)

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
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

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

Table of contents (11 chapters)

  1. Front Matter

    Pages i-viii
  2. The Road to E-Services: Online and Mobile Games as Enablers

    • Giuditta De Prato, Claudio Feijoo, Jean Paul Simon
    Pages 15-23
  3. Achievement Systems Explained

    • Luca Galli, Piero Fraternali
    Pages 25-50
  4. Malware Analytics for Social Networking

    • Deepak Subramanian, Peter Kok Keong Loh
    Pages 71-87
  5. Serious Games and the Gamification of Mental Health Interventions

    • Jillian Sok Teng Boon, Daniel Shuen Sheng Fung
    Pages 89-110
  6. Educational Implications of Social Network Games

    • Youngkyun Baek, Beomkyu Choi
    Pages 111-127
  7. Learning Through Playing in Hong Kong Classrooms

    • Clara Hui, Frankie Tam
    Pages 171-183
  8. Back Matter

    Pages 185-186

About this book

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.

Editors and Affiliations

  • Educational Technology, Boise State University, Boise, USA

    Youngkyun Baek

  • Computer Science, University of Waikato, Hamilton, New Zealand

    Ryan Ko

  • Information Technology, James Cook University, Townsville, Australia

    Tim Marsh

Bibliographic Information

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
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