eBook Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, 1st Edition

  • Published By:
  • ISBN-10: 1466636742
  • ISBN-13: 9781466636743
  • DDC: 371.33
  • Grade Level Range: College Freshman - College Senior
  • 381 Pages | eBook
  • Original Copyright 2013 | Published/Released October 2013
  • This publication's content originally published in print form: 2013
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Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment.Serious Games and Multi-User Virtual Environments in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Factors and Key Components of Serious Games and Multi-User Virtual Environments.
2: Concepts behind Serious Games and Computer-Based Trainings in Health Care: Immersion, Presence, Flow.
3: Balancing Instruction and Construction in Virtual World Learning.
4: Not in My Class You Don't!: The Naive Association of Video Games with Aggression as a Hindrance to Their Use in Education.
5: Authoring, Control, and Evaluation in Serious Games for Education.
6: Authoring of Serious Games for Education.
7: Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects.
8: Collaborative Learning and Game Mastering in Multiplayer Games.
9: Evaluation of Serious Games.
10: Games and Virtual Worlds in Education.
11: Social Presence in Virtual World Interviews.
12: Engaging Classes in a Virtual World.
13: Gaming in School: Factors Influencing the Use of Serious Games in Public Schools in Middle Germany.
14: Quantitative Analysis of Voice and Keyboard Chat in a Paper Presentation Seminar in a Virtual World.
15: Serious Games as an Instrument of Non-Formal Learning: A Review of Web-Based Learning Experiences on the Issue of Renewable Energy.
16: Games and Virtual Worlds in Health Care.
17: Serious Games and Motor Learning: Concepts, Evidence, Technology.
18: Clinical Virtual Worlds: The Wider Implications for Professional Development in Healthcare.
19: Play Yourself Fit: Exercise + Videogames = Exergames.
20: Exergames for Elderly Persons: Physical Exercise Software Based on Motion Tracking within the Framework of Ambient Assisted Living.
21: Social Inclusion through Virtual Worlds.
22: Massively Multiplayer Online Role Playing Games for Health Communication in Brazil.
Compilation of References.
About the Contributors.