Gaming Technologies Collection: Serious Game Design And Development: Technologies For Training And Learning, 1st Edition

  • Janis Cannon-Bowers
  • Published By:
  • ISBN-10: 1615207406
  • ISBN-13: 9781615207404
  • DDC: 794.8
  • Grade Level Range: College Freshman - College Senior
  • 360 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

  • Price:  Sign in for price



With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
Foreword: Does Game Technology Matter?.
1: Design Principles for Serious Games.
2: Mini–Games with Major Impacts.
3: Serious Storytelling: Narrative Considerations for Serious Games Researchers and Developers.
4: An Adventure in Usability: Discovering Usability Where It Was Not Expected.
5: Development of Game–Based Training Systems: Lessons Learned in an Inter–Disciplinary Field in the Making.
6: DAU CardSim: Paper Prototyping an Acquisitions Card Game.
7: Kinesthetic Communication for Learning in Immersive Worlds.
8: Applications of Serious Games.
9: How Games and Simulations Can Help Meet America's Challenges in Science Mathematics and Technology Education.
10: Games for Peace: Empirical Investigations with PeaceMaker.
11: Play's the Thing: A Wager on Healthy Aging.
12: Re–Purposing a Recreational Video Game as a Serious Game for Second Language Acquisition.
13: Games in Healthcare.
14: Application of Behavioral Theory in Computer Game Design for Health Behavior Change.
15: Avatars and Diagnosis: Delivering Medical Curricula in Virtual Space.
16: Using Serious Games for Mental Health Education.
17: Pervasive Health Games.
18: Influencing Physical Activity and Healthy Behaviors in College Students: Lessons from an Alternate Reality Game.
19: The Way Ahead: The Future of Serious Games.
20: Establishing a Science of Game Based Learning.
21: The Way Ahead for Serious Games.
Compilation of References.
About the Contributors.