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Serious Games: Foundations, Concepts and Practice

be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and;

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Serious Games

will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and;

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Design and Use of Serious Games

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;

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Serious Games for Enhancing Law Enforcement Agencies

provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A;

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Serious Games in Personalized Learning: New Models for Design and Performance

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are;

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Serious Games in Personalized Learning: New Models for Design and Performance

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are;

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Serious Games

, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the;

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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014;

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Games and Learning Alliance

cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory;

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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012;

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Serious Games

, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications;

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Simulation and Serious Games for Education

Netherlands (Oct 1-2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology;

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Serious Fun. Architecture & Games

Cover image by Zupagrafika Serious Fun is about architecture and urban design games that have been conceived and created by architects;

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Serious Games Development and Applications

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013;

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Entertainment Computing and Serious Games

Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and;

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Serious Games and Edutainment Applications

, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough;

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Serious Games

the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different;

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Serious Games

. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being;

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Ten Steps to Complex Learning

application of the ten steps in relation to the design of serious games, learning networks, social media, and new developments in educational;

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Trends And Applications Of Serious Gaming And Social Media

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media;

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Design and Development of Training Games

developing learning games. This volume includes: [bullet] A summary of the key elements of design and development that require particular attention;

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Serious Games

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable;

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Video Games for Health

informed than is ideal or necessary. This book presents the procedures for evaluation of the efficacy of health games and their design components.;

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Computer Games

There is wide interest in the potential of 'serious' video games as vehicles for learning. Especially in the health education domain, there;

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Serious Games and Edutainment Applications

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept;

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Playing Smart

games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both;

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Play to Learn

When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures;

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