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.

This second 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.

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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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Produktdetaljer

ISBN
9783319847085
Publisert
2018-07-25
Utgiver
Springer International Publishing AG
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Graduate, E, 04
Språk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
20