Overview
- Includes an overview of different aspects of serious games fields from a multidisciplinary perspective
- Authored by an international group of experts in the field
Part of the book series: Intelligent Systems, Control and Automation: Science and Engineering (ISCA, volume 37)
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Table of contents (13 chapters)
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Learning
Keywords
About this book
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.
In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
Reviews
From the reviews:
"Kankaanranta and Neittaanmäki (Univ. of Jyväskylä, Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games … . The volume is divided into four sections … . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyväskylä … . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009)
Editors and Affiliations
Bibliographic Information
Book Title: Design and Use of Serious Games
Editors: Marja Kankaanranta, Pekka Neittaanmäki
Series Title: Intelligent Systems, Control and Automation: Science and Engineering
DOI: https://doi.org/10.1007/978-1-4020-9496-5
Publisher: Springer Dordrecht
eBook Packages: Engineering, Engineering (R0)
Copyright Information: Springer Science+Business Media B.V. 2009
Hardcover ISBN: 978-1-4020-9495-8Published: 16 December 2008
Softcover ISBN: 978-90-481-8141-4Published: 28 October 2010
eBook ISBN: 978-1-4020-9496-5Published: 25 December 2008
Series ISSN: 2213-8986
Series E-ISSN: 2213-8994
Edition Number: 1
Number of Pages: VIII, 206
Topics: Engineering Design, Software Engineering, Simulation and Modeling, Educational Technology, Teaching and Teacher Education