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  • Textbook
  • © 2011

Serious Games and Edutainment Applications

  • 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

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Table of contents (23 chapters)

  1. Front Matter

    Pages i-xvi
  2. Introduction

    1. Front Matter

      Pages 1-1
    2. Innovations in Serious Games for Future Learning

      • Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain
      Pages 3-7
    3. Serious Games: A New Paradigm for Education?

      • Sara de Freitas, Fotis Liarokapis
      Pages 9-23
    4. Origins of Serious Games

      • Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux
      Pages 25-43
    5. Serious Learning in Serious Games

      • Konstantin Mitgutsch
      Pages 45-58
  3. Theories and Reviews

    1. Front Matter

      Pages 59-59
    2. Serious Games for Health and Safety Training

      • Rafael J. Martínez-Durá, Miguel Arevalillo-Herráez, Ignacio García-Fernández, Miguel A. Gamón-Giménez, Angel Rodríguez-Cerro
      Pages 107-124
    3. Augmenting Initiative Game Worlds with Mobile Digital Devices

      • Jule Hildmann, Hanno Hildmann
      Pages 125-146
  4. Custom-Made Games and Case Studies

    1. Front Matter

      Pages 147-147
    2. Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction

      • Sylvester Arnab, Panagiotis Petridis, Ian Dunwell, Sara de Freitas
      Pages 149-167
    3. Operation ARIES!: A Serious Game for Teaching Scientific Inquiry

      • Keith Millis, Carol Forsyth, Heather Butler, Patty Wallace, Arthur Graesser, Diane Halpern
      Pages 169-195
    4. From Global Games to Re-contextualized Games: The Design Process of TekMyst

      • Carolina Islas Sedano, Jan Pawlowski, Erkki Sutinen, Mikko Vinni, Teemu H. Laine
      Pages 197-223
    5. Using Serious Games for Assessment

      • Aidan Sliney, Dave Murphy
      Pages 225-243
    6. Designing and Evaluating Emotional Student Models for Game-Based Learning

      • Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri
      Pages 245-271
    7. Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters

      • Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas
      Pages 273-288
  5. Use of Commercial-Off-the-Shelf (COTS) Games in Education

    1. Front Matter

      Pages 289-289

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

Buy it now

Buying options

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