Serious Games and Edutainment Applications

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

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Minhua Ma · Andreas Oikonomou · Lakhmi C. Jain Editors

Serious Games and Edutainment Applications

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Editors Minhua Ma The Glasgow School of Art Digital Design Studio The Hub G51 1EA Glasgow UK [email protected]

Andreas Oikonomou University of Derby E514 School of Computing and Mathematics Kedleston Road DE22 1GB Derby UK [email protected]

Lakhmi C. Jain University of South Australia School of Electrical and Information Engineering Adelaide South Australia Australia [email protected]

ISBN 978-1-4471-2160-2 e-ISBN 978-1-4471-2161-9 DOI 10.1007/978-1-4471-2161-9 Springer London Dordrecht Heidelberg New York British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2011939794 © Springer-Verlag London Limited 2011 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licenses issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc., in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)

Preface

My interest in the serious games began in 2005 with work on virtual reality games for post-stroke rehabilitation but was rekindled in 2009 when experimenting Second Life as a learning and teaching environment for computer game design and working with Nottingham University Hospitals on computer games intervention with mucus clearing devices for Cystic Fibrosis. Serious Games and Edutainment Applications arose from the First International Workshop on Serious Games Development and Applications at University of Derby in 2010. The event has now becomes an annual conference and is supported by the Gala European Network of Excellence in Serious Games, the TARGET project which is partially funded by the European Community under the Seventh Framework Programme, and a number of partners such as the Glasgow School of Art, University of Derby, INESC ID, and Technical University of Lisbon. This year, the annual conference (SGDA 2011) is hosted by the Technical University of Lisbon (IST/UTL), and the conference proceedings will be published by Springer-Verlag as part of the LNCS series. Serious Games and Edutainment Applications offe