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Serious Games and Edutainment Applications

Volume II

  • 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. Front Matter

    Pages i-xx
  2. Serious Games and Emotion

    1. Front Matter

      Pages 1-1
    2. Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games

      • Claudia Schrader, Julia Brich, Julian Frommel, Valentin Riemer, Katja Rogers
      Pages 3-28
    3. The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children

      • Merja Koivula, Kerttu Huttunen, Marleena Mustola, Sari Lipponen, Marja-Leena Laakso
      Pages 29-53
  3. Games for Music Education

    1. Front Matter

      Pages 55-55
    2. Designing Music Games and Mobile Apps for Early Music Learning

      • Szu-Ming Chung, Chun-Tsai Wu
      Pages 57-75
  4. Games for Medical Education and Training

    1. Front Matter

      Pages 99-99
    2. Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit

      • Paul Rea, Daniel Livingstone, Ianto Thorvald Jocks, Cecilie Osnes
      Pages 101-119
    3. Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies

      • Laura PĂ©rez-PachĂłn, Matthieu Poyade, Jennifer Brown, Val Fallon
      Pages 121-145
    4. Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room

      • David Panzoli, Catherine Pons Lelardeux, Michel Galaup, Pierre Lagarrigue, Vincent Minville, Vincent Lubrano
      Pages 147-186
  5. Game Based Learning in Various Subjects

    1. Front Matter

      Pages 223-223
    2. Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game

      • Louisa Rosenheck, Jody Clarke-Midura, Susannah Gordon-Messer, Eric Klopfer
      Pages 225-258
    3. Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project

      • Assunta Tavernise, Francesca Bertacchini
      Pages 273-285
  6. Serious Games for Children and Adolescents

    1. Front Matter

      Pages 287-287
    2. Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education

      • Tingting Liu, Minhua Ma, Zhen Liu, Gerard Jounghyun Kim, Cuijuan Liu, Qintao Geng
      Pages 289-306
    3. Using Serious Games to (Re)Train Cognition in Adolescents

      • Wouter J. Boendermaker, Margot Peeters, Pier J. M. Prins, Reinout W. Wiers
      Pages 307-321

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.

Bibliographic Information

Buy it now

Buying options

eBook USD 189.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 249.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 249.99
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