ENGLISH

Serious Games and Edutainment Applications : Volume II

Book information

Publisher
Springer International Publishing
Year
2017
ISBN
978-3-319-51643-1, 978-3-319-51645-5
DOI
10.1007/978-3-319-51645-5
Language
english
Format
PDF
Filesize
14 MB (14665331 bytes)
Edition
1
Pages
XX, 702\694
Time added
2017-04-19 23:42:47

Description

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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