Transactions on Edutainment

© Springer

This journal aims to provide a highly visible dissemination channel for remarkable work that in one way or another addresses research and development on issues related to the field of Edutainment.

All volumes in Transactions on Edutainment


Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of software designed to educate as well as to provide fun. This approach is motivated by the increasing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, Edutainment has attracted increasing interest in the last years.

The Transactions on Edutainment publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of Edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields.
It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.

Theoretical, technical and empirical articles as well as survey papers and case studies are all appropriate to the journal.


Authors are encouraged to submit papers on the following topics:

  • Edutainment methodology, systems and applications
  • Digital media for edutainment
  • Virtual reality in education
  • Virtual learning environments
  • Effectiveness of VR for education
  • Remote group simulations
  • Virtual characters/agents/instructors
  • Game design and development
  • Game engine development and customization
  • Game AI, artificial life, and game physics
  • Game rendering and animations
  • Online/mobile game/video game
  • Storytelling and game narrative
  • Affective interaction in games
  • Digital museum, digital heritage
  • Animation techniques, AR, MR for education
  • E-learning platforms, tools, and standards
  • Learning resource management
  • Knowledge management
  • Mobile learning, education and remote classrooms
  • Life long learning
  • Collaborative learning environments

Editorial Board


  • Adrian David Cheok 
    Imagineering Institute, Malaysia
  • Wolfgang Mueller 
    University of Education Weingarten, Germany
  • Zhigeng Pan
    Hangzhou Normal University, China

Managing Editor

  • Yi Li 
    Nanjing Normal University, China

Editorial Board

  • Ruth Aylett, Heriot-Watt University, UK
  • Judith Brown, Brown Cunningham Associates, USA
  • Yiyu Cai, NTU, Singapore
  • Maiga Chang, Athabasca University, Canada
  • Holger Diener, Fhg-IGD Rostock, Germany
  • Jayfus Tucker Doswell, Juxtopia Group, USA
  • Sara de Freitas, The Serious Games Institute, UK
  • Stefan Goebel, ZGDV, Germany
  • Lynne Hall, University of Sunderland, UK
  • Michitaka Hirose, University of Tokyo, Japan
  • Masa Inakage, Keio University, Japan
  • Ido A. Iurgel, Universidade do Minho, Portual
  • Andrea Karpati, Eötvös Lorand University, Hungary
  • Lars Kjelldahl, KTH, Sweden
  • James Lester, North Carolina State University, USA
  • Nicolas Mollet, IIT, Italy
  • Ryohei Nakatsu, NUS, Singapore
  • Ana Paiva, INESC-ID, Portugal
  • Abdennour El Rhalibi, JMU, UK
  • Daniel Thalmann, EPFL, Switzerland
  • Kok-Wai Wong, Murdoch University, Australia
  • Gangshan Wu, Nanjing University, China
  • Hyun Seung Yang, KAIST, Korea
  • Xiaopeng Zhang, IA-CAS, China