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Serious Games: Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings (Lecture Notes in Computer Science #10622)

by Mariano Alcañiz Stefan Göbel Minhua Ma Manuel Fradinho Oliveira Jannicke Baalsrud Hauge Tim Marsh

This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017.The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

Serious Games: Foundations, Concepts and Practice (Lecture Notes in Computer Science #9090)

by Ralf Dörner Stefan Göbel Wolfgang Effelsberg Josef Wiemeyer

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Serious Games: Joint International Conference, JCSG 2021, Virtual Event, January 12–13, 2022, Proceedings (Lecture Notes in Computer Science #12945)

by Bobbie Fletcher Minhua Ma Stefan Göbel Jannicke Baalsrud Hauge Tim Marsh

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022.The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.

Serious Games: 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings (Lecture Notes in Computer Science #11243)

by Stefan Göbel Augusto Garcia-Agundez Thomas Tregel Minhua Ma Jannicke Baalsrud Hauge Manuel Oliveira Tim Marsh Polona Caserman

This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.

Serious Games: First Joint International Conference, JCSG 2015, Huddersfield, UK, June 3-4, 2015, Proceedings (Lecture Notes in Computer Science #9090)

by Stefan Göbel Minhua Ma Jannicke Baalsrud Hauge Manuel Fradinho Oliveira Josef Wiemeyer Viktor Wendel

This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.

Serious Games: Joint International Conference, JCSG 2022, Weimar, Germany, September 22–23, 2022, Proceedings (Lecture Notes in Computer Science #13476)

by Stefan Göbel Philipp Müller Heinrich Söbke Pia Spangenberger

This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022. The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. This year’s proceedings are categorized into the following topical sub-headings: Learning Psychology, Design Aspects, Game Design, Health Games, Games Application, and Mixed Reality.

Serious Games: 9th Joint International Conference, JCSG 2023, Dublin, Ireland, October 26–27, 2023, Proceedings (Lecture Notes in Computer Science #14309)

by Mads Haahr Alberto Rojas-Salazar Stefan Göbel

This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.

Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings (Lecture Notes in Computer Science #12434)

by Minhua Ma Bobbie Fletcher Stefan Göbel Jannicke Baalsrud Hauge Tim Marsh

This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.

Serious Games: Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings (Lecture Notes in Computer Science #9894)

by Tim Marsh Minhua Ma Manuel Fradinho Oliveira Jannicke Baalsrud Hauge Stefan Göbel

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Serious Games: Mechanisms and Effects

by Ute Ritterfeld Michael Cody Peter Vorderer

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Serious Games: Mechanisms and Effects

by Ritterfeld Ute Cody Michael Peter Vorderer

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Serious Games: ITEC/CIP/T 2011: Joint Conference of the Interdisciplinary Research Group of Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking,Ghent, Belgium, October 19-21, 2011, Revised Selected Papers (Communications in Computer and Information Science #280)

by Stefan De Wannemacker Sylke Vandercruysse Geraldine Clarebout

This book constitutes the refereed proceedings of the Joint Conference of the Interdisciplinary Research Group on Technology, Education, Communication, and the Scientific Network on Critical and Flexible Thinking, held in Ghent, Belgium, in October 2011. The 12 papers in this volume represent extended versions of the 20 papers presented at the conference and selected from numerous submissions. The conference brought together scholars and researchers who study the use of serious games in educational settings from different perspectives, such as instructional design, domain specific didactics, cognitive and computer science.

Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement (Advances in Game-Based Learning)

by Christian Sebastian Loh Yanyan Sheng Dirk Ifenthaler

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Serious Games and Edutainment Applications: Volume II

by Minhua Ma Andreas Oikonomou

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.

Serious Games and Edutainment Applications: Volume Ii

by Minhua Ma Andreas Oikonomou Lakhmi C. Jain

The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

Serious Games Development and Applications: 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings (Lecture Notes in Computer Science #8778)

by Minhua Ma Manuel Fradinho Oliveira Jannicke Baalsrud Hauge

This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.

Serious Games Development and Applications: Third International Conference, SGDA 2012, Bremen, Germany, September 26-29, 2012, Proceedings (Lecture Notes in Computer Science #7528)

by Minhua Ma Manuel Fradinho Oliveira Jannicke Baalsrud Hauge Heiko Duin Klaus-Dieter Thoben

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.

Serious Games Development and Applications: Second International Conference, SGDA 2011, Lisbon, Portugal, September 19-20, 2011, Proceedings (Lecture Notes in Computer Science #6944)

by Minhua Ma Manuel Fradinho Oliveira Joao Madeiras Pereira

This book constitutes the refereed proceedings of the Second International Conference on Serious Games Development and Applications, SGDA 2011, held in Lisbon, Portugal in September 2011.The 13 revised full papers presented were carefully reviewed and selected for publication. Among the topics addressed are virtual reality, computer assisted learning, computer graphics, tutoring systems, e-learning, e-culture, and guiding systems.

Serious Games Development and Applications: 4th International Conference, SGDA 2013, Trondheim, Norway, September 25-27, 2013, Proceedings (Lecture Notes in Computer Science #8101)

by Sobah Petersen Jannicke Baalsrud Hauge Minhua Ma Manuel Fradinho Oliveira

This book constitutes the refereed proceedings of the 4th International Conference on Serious Games Development and Applications, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 full papers, 9 short papers/posters and 2 invited keynotes) presented were carefully reviewed and selected from various submissions. The papers are organized in topical sections on games for health, games for education and training, games for other purposes, game design and theories, gaming interface, policy matters.

Serious Games for Enhancing Law Enforcement Agencies: From Virtual Reality to Augmented Reality (Security Informatics and Law Enforcement)

by Babak Akhgar

This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.

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

by Scott M. Martin James R. Casey Stephanie Kane

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

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

by Scott M. Martin James R. Casey Stephanie Kane

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Serious Games, Interaction and Simulation: 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering #176)

by Carlos Vaz de Carvalho Paula Escudeiro António Coelho

This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.

Serious Games, Interaction, and Simulation: 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering #161)

by Carlos Vaz de Carvalho Paula Escudeiro António Coelho

This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015.The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.

Serious Games on the Move

by Otto Petrovic Anthony Brand

The proceedings to "Serious Games on the Move 08" will contain all results of this conference on game software applications that are designed to do more than entertain. The focus of the contents lie on research results and developments in the rapidly moving field of serious games and their potential use in education and training as well as in the presentation of several showcases. The proceedings will address the following three topics: 1. Designing serious games: This topic will include innovations in the design of serious games, in particular games for use in education and training environments. 2. Embedding serious games and virtual worlds within learning programmes: Original research papers and case studies that investigate the potential for integration of serious games and virtual worlds within programmes of education and training will be the core content of this theme. 3. Tools, technologies and platforms: Under this topic the proceedings will provide information relating to serious games technologies.

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