Serious Games and Edutainment Applications : Volume II

Serious Games and Edutainment Applications : Volume II

Author
Minhua Ma, Andreas Oikonomou (eds.)
Publisher
Springer International Publishing
Language
English
Edition
1
Year
2017
Page
XX, 702
ISBN
978-3-319-51643-1,978-3-319-51645-5
File Type
pdf
File Size
14.0 MiB

With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field.
Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education.
Thissecond volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

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