Handbook of Research on Serious Games as Educational, Business and Research Tools, 1st Edition

  • Maria Manuela Cruz-Cunha
  • Published By:
  • ISBN-10: 1466601507
  • ISBN-13: 9781466601505
  • DDC: 794.8
  • Grade Level Range: College Freshman - College Senior
  • 1433 Pages | eBook
  • Original Copyright 2012 | Published/Released August 2012
  • This publication's content originally published in print form: 2012

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Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application.HANDBOOK OF RESEARCH ON SERIOUS GAMES AS EDUCATIONAL, BUSINESS AND RESEARCH TOOLS: Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. Including research on the technological aspects of serious games, user experience and serious games, serious games for social change, and business opportunities for serious games, this two-volume reference offers key perspectives on all aspects of social game design, development and implementation for researchers, managers, and computer game developers.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
1: Serious Games as a Tool of Change.
2: Innovation Gaming: An Immersive Experience Environment Enabling Co-Creation.
3: Applications of Serious Games in Geovisualization.
4: Serious Gaming Supporting Competence Development in Sustainable Manufacturing.
5: Cyber Defense Competitions as Learning Tools: Serious Applications for Information Warfare Games.
6: Design and Evaluation of Tamhattan: A Multimodal Game Promoting Awareness of Health in a Social and Positive Way.
7: Game4Manager: More than Virtual Managers.
8: Using Serious Games for Collecting and Modeling Human Procurement Decisions in a Supply Chain Context.
9: Authoring Tools for Edutainment Environments to Design Active Learning Activities.
10: An Overview on the Use of Serious Games in the Military Industry and Health.
11: PLAYER: A European Challenge Game to Discover Young Entrepreneurs.
12: Playing with Design: The Universality of Design in Game Development.
13: eRiskGame: A Persistent Browser-Based Game for Supporting Project-Based Learning in the Risk Management Context.
14: Virtual Worlds Innovation with Open Wonderland.
15: Technological Aspects of Serious Games.
16: Serious Lessons from the Commercial Games Industry.
17: Crossing the Chasm: Hurdles to Acceptance and Success of Serious Games.
18: Security Issues in Massively Multiplayer Online Games.
19: Serious Games and Virtual Reality for Education, Training and Health.
20: Serious Game Framework for Design of Medical Applications.
21: Psychological and Social Effects.
22: Articulating the Paradigm Shift: Serious Games for Psychological Healing of the Collective Persona.
23: Norms, Practices, and Rules of Virtual Community of Online Gamers: Applying the Institutional Theoretical Lens.
24: Online Playability: The Social Dimension to the Virtual World.
25: Serious Games in Speech Therapy.
26: Applications in Business.
27: The Business of Collaborating: Designing and Implementing a Group Decision-making Scenario Using the TeamMATE Collaborative Computer Game.
28: Capturing Tacit Knowledge within Business Simulation Games.
29: The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment.
30: Play or Vote: Matching Games as New Approach for Design Evaluation in Innovation Contests.
31: Serious Games in Business.
32: Serious Games: Issues and Challenges for Teaching and Training.
33: Battle for Value: Wargaming for Business, Non-Profit, and Government Strategy Development.
34: Serious Games for Serious Business: Improving Management Processes.
35: Exploring Serious Games from Service Science Perspective.
1: Applications in Education.
2: Game-Based Learning: A Review on the Effectiveness of Educational Games.
3: Geo@NET in the context of the Platform of Assisted Learning from Aveiro University, Portugal.
4: Serious Games Applied to Project Management Teaching.
5: The Use of a Business Simulation Game in a Management Course.
6: Serious Games for Exhibition Contexts: Limitations and Design Decisions.
7: Brazilian Occupational Therapy Perspective about Digital Games as an Inclusive Resource to Disabled People in Schools.
8: The Three Dimensions of Flexibility in the GameTel Project.
9: Using Games for Primary School: Assessing Its Use with Flow Experience.
10: 21st Century Learning: The Role of Serious Games.
11: Virtual Reality Simulations: Teaching Interpersonal and Clinical Judgments Skills to Healthcare Practitioners.
12: Beyond the Technological Dimension of Edutainment: An Evaluation Framework with a Curricular Perspective.
13: Social Studies Education Game Development as an Undergraduate Immersive Learning Experience.
14: Business Interactive Game (BIG): An Innovative Game to Support Enterprise Management Training.
15: Criteria of Development of Adaptive Didactic Games for People with Intellectual Disability.
16: Motivational and Cognitive Aspects of Applying Educational Games as a Learning Tool.
17: The In-Depth Science of the Tic-Tac-Toe Game.
18: Exploring the Educational Power of Serious Games: A Review of Literature.
19: Challenges of Serious Games for Improving Students' Management Skills on Decision Making.
20: Stalin's Dilemma: Design, Development, and Employment of a College Level Historical Computer Game.
21: Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games.
22: Using Serious Games and Building Models: Two Complementary Steps in the Learning Process.
23: Applications in Research and Development.
24: Human Computation: A New Aspect of Serious Games.
25: Employing Co-Design in the Video Game Design Process.
26: A Taxonomy and a Proposal for a Classification of Serious Games.
27: Using an Agent-Based Behavior Modeling for Finding Humanitarian Relief Center Location in an Earthquake Zone.
28: Applications to Defense.
29: Quantification of Game AI Performance for Junior Leadership Training in the Defence Domain.
30: The Use of Computer Games in Military Training by the British Army.
31: The Use of Digital Games to Stimulate Behaviors.
32: Applications to e-Health and Health Care.
33: Games Improving Disorders of Attention Deficit and Hyperactivity.
34: An Overview on the Use of Serious Games in Physical Therapy and Rehabilitation.
35: New Forms of Interaction in Serious Games for Rehabilitation.
36: Interactive Games with Robotic and Augmented Reality Technology in Cognitive and Motor Rehabilitation.
Compilation of References.
About the Contributors.