Serious Games and Edutainment Applications

£199.50

Serious Games and Edutainment Applications

Volume II

Educational equipment and technology, computer-aided learning (CAL) Graphical and digital media applications Graphics programming Computer modelling and simulation Human–computer interaction

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Language: English

Published by: Springer

Published on: 3 March 2017

Format: LCP-protected ePub

Size: 8 Mb

ISBN: 9783319516455


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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