Handbook of research on serious games as educational, business and research tools

"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...

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Bibliographic Details
Corporate Author: IGI Global.
Other Authors: Cruz-Cunha, Maria Manuela, 1964-
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2012.
Subjects:
Online Access:Chapter PDFs via platform:
Table of Contents:
  • 1. Innovation gaming: an immersive experience environment enabling co-creation / Marc Pallot ... [et al.]
  • 2. Applications of serious games in geovisualization / Alexandra Diehl, Claudio Delrieux
  • 3. Serious gaming supporting competence development in sustainable manufacturing / Heiko Duin ... [et al.]
  • 4. Cyber defense competitions as learning tools: serious applications for information warfare games / Julie A. Rursch, Doug Jacobson
  • 5. Design and evaluation of Tamhattan: a multimodal game promoting awareness of health in a social and positive way / Roope Raisamo ... [et al.]
  • 6. Game4Manager: more than virtual managers / José Neto, Paulo Mendes
  • 7. Using serious games for collecting and modeling human procurement decisions in a supply chain context / Souleiman Naciri, Min-Jung Yoo, Rémy Glardon
  • 8. Authoring tools for edutainment environments to design active learning activities / Gilberto Huesca, Julieta Noguez
  • 9. An overview on the use of serious games in the military industry and health / Jorge Brandão, Tiago Ferreira, Vítor Carvalho
  • 10. PLAYER: a European challenge game to discover young entrepreneurs / João Varajão ... [et al.]
  • 11. Playing with design: the universality of design in game development / Paula Tavares, Pedro Mota Teixeira, Maria João Félix
  • 12. eRiskGame: a persistent browser-based game for supporting project-based learning in the risk management context / Túlio Acácio Bandeira Galvão, Francisco Milton Mendes Neto, Mara Franklin Bonates
  • 13. Virtual worlds innovation with Open Wonderland / Fábio Alexandre Caravieri Modesto
  • 14. Serious lessons from the commercial games industry / Dave Beaudoin
  • 15. Crossing the chasm: hurdles to acceptance and success of serious games / Theresa M. Vitolo
  • 16. Security issues in massively multiplayer online games / Rui Costa Cardoso, Abel Gomes
  • 17. Serious games and virtual reality for education, training and health / Ronei Marcos de Moares ... [et al.]
  • 18. Serious game framework for design of medical applications / Yingxiao Xu, Jay Ramanathan, Rajiv Ramnath
  • 19. Articulating the paradigm shift: serious games for psychological healing of the collective persona / Stephen Brock Schafer
  • 20. Norms, practices, and rules of virtual community of online gamers: applying the institutional theoretical lens / Shafiz Affendi Mohd Yusof
  • 21. Online playability: the social dimension to the virtual world / Ricardo Gouveia Rodrigues, Paulo Gonçalves Pinheiro, José Barbosa
  • 22. Serious games in speech therapy / Tobolcea Iolanda, Danubianu Mirela
  • 23. The business of collaborating: designing and implementing a group decision-making scenario using the TeamMATE collaborative computer game / Daniel I. Thomas, Ljubo B. Vlacic
  • 24. Capturing tacit knowledge within business simulation games / Nava Pliskin, Meira Levy
  • 25. The QUARTIC process model to support serious games development for contextualized competence-based learning and assessment / Ben Cowley ... [et al.]
  • 26. Play or vote: matching games as new approach for design evaluation in innovation contests / Jörg B. A. Haller ... [et al.]
  • 27. Serious games in business / Lucia Pannese ... [et al.]
  • 28. Serious games: issues and challenges for teaching and training / Chien Yu, Jeng-Yang Wu, Aliesha Johnson
  • 29. Battle for value: wargaming for business, non-profit, and government strategy development / Micah May, Timothy Smith
  • 30. Serious games for serious business: improving management processes / Paulo Correia, Paulo Carrasco
  • 31. Exploring serious games from service science perspective / Albena Antonova
  • 32. Game-based learning: a review on the effectiveness of educational games / Sylke Vandercruysse, Mieke Vandewaetere, Geraldine Clarebout
  • 33. Geo@NET in the context of the platform of assisted learning from Aveiro University, Portugal / Elisabete Peixoto ... [et al.]
  • 34. Serious games applied to project management teaching / André Raabe ... [et al.]
  • 35. The use of a business simulation game in a management course / Hélder Fanha Martins
  • 36. Serious games for exhibition contexts: limitations and design decisions / Ulrike Erb ... [et al.]
  • 37. Brazilian occupational therapy perspective about digital games as an inclusive resource to disabled people in schools / Suzana Rocha Siqueira, Eliane Cristina de Freitas Rocha, Marcelo Souza Nery
  • 38. The three dimensions of flexibility in the GameTel project / Roberto Perez-Rodriguez, Manuel Caeiro-Rodriguez, Jorge Fontenla-Gonzalez
  • 39. Using games for primary school: assessing its use with flow experience / Luis Gouveia, Steven Lopes Abrantes
  • 40. 21st century learning: the role of serious games / Jesus H. Trespalacios, Barbara Chamberlin
  • 41. Virtual reality simulations: teaching interpersonal and clinical judgments skills to healthcare practitioners / Michelle Aebersold, Dana Tschannen
  • 42. Beyond the technological dimension of edutainment: an evaluation framework with a curricular perspective / Carlos Rodríguez-Hoyos, Maria João Gomes
  • 43. Social studies education game development as an undergraduate immersive learning experience / Paul Gestwicki, Ronald Morris
  • 44. Business Interactive Game (BIG): an innovative game to support enterprise management training / Habib Sedehi, Federico Baleani
  • 45. Criteria of development of adaptive didactic games for people with intellectual disability / Eduardo César Contreras Delgado, Isis Ivette Contreras González
  • 46. Motivational and cognitive aspects of applying educational games as a learning tool / Miroslav Minovic ... [et al.]
  • 47. The in-depth science of the tic-tac-toe game / Mário António Ramalho
  • 48. Exploring the educational power of serious games: a review of literature / Carlos Rodríguez-Hoyos, Maria João Gomes
  • 49. Challenges of serious games for improving students' management skills on decision making / Jannicke Baalsrud Hauge, Gabriele Hoeborn, Jennifer Bredtmann
  • 50. Stalin's dilemma: design, development, and employment of a college level historical computer game / Edward Bever
  • 51. Immersion, narrative, and replayability as the motivational and attractiveness factors in serious games / Pollyana Notargiacomo Mustaro, Raphael Leal Mendonça
  • 52. Using serious games and building models: two complementary steps in the learning process / Jose M. Sarriegi, Alberto Conde
  • 53. Human computation: a new aspect of serious games / Markus Krause, Jan Smeddinck
  • 54. Employing co-design in the video game design process / Greg Walsh
  • 55. A taxonomy and a proposal for a classification of serious games / Stefania Barca ... [et al.]
  • 56. Using an agent-based behavior modeling for finding humanitarian relief center location in an earthquake zone / Numan Celebi
  • 57. Quantification of game AI performance for junior leadership training in the defence domain / Michael Barlow, Edward Rowlands
  • 58. The use of computer games in military training by the British Army / John Curry, Tom Mouat
  • 59. The use of digital games to stimulate behaviors / Paulo David da Silva Simões, Cláudio Gabriel Inácio Ferreira
  • 60. Games improving disorders of attention deficit and hyperactivity / Andreia Espírito Santo ... [et al.]
  • 61. An overview on the use of serious games in physical therapy and rehabilitation / Filomena Soares, Vítor Carvalho, Tiago Martins
  • 62. New forms of interaction in serious games for rehabilitation / Paula Alexandra Rego, Pedro Miguel Moreira, Luís Paulo Reis
  • 63. Interactive games with robotic and augmented reality technology in cognitive and motor rehabilitation / Ana Belén Naranjo-Saucedo ... [et al.].