Serious games are fascinating, not only as a popular research field, but also as a relevant economic factor for the prospering game industry. The use of advanced gaming concepts and game technology applied to non-leisure contexts (e.g., education, training, health) is a logical and promising approach, but acceptance by the gaming industry itself (game developers, publishers), intermediaries (e.g., training departments in a company investing into recruiting or qualification programs), and consumers (individuals, groups; private persons, customers, employees and trainees) is low so far, and a market breakthrough of serious games is still missing. What are the reasons for this? The reasons are manifold, ranging from (a) low development budgets...
This article analyzes the cooperative and competitive strategies pursued by game software firms faci...
The recent re-emergence of serious games as a branch of video games has introduced the concept of ga...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
R. Dörner, S. Göbel, W. Effelsberg, & J. Wiemeyer (Eds.), Serious games: Foundations, concepts and p...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
Göbel, S., Hugo, O., Kickmeier-Rust, M. D., & Egenfeldt-Nielsen, S.(2016). Serious game: Economic an...
Nowadays, microtransactions have become a powerful money generating tool in the gaming industry. At ...
This book highlights the challenges and potential of educational learning or industry-based training...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
I have attended this conference. In this conference a large number of educators from colleges and un...
The term Serious Games has been used to describe computer and video games used as educational techno...
Serious Games can benefit from the commercial video games industry by taking advantage of current de...
As games technologies have become more and more widely available, the ability of games to engage use...
This article analyzes the cooperative and competitive strategies pursued by game software firms faci...
The recent re-emergence of serious games as a branch of video games has introduced the concept of ga...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
R. Dörner, S. Göbel, W. Effelsberg, & J. Wiemeyer (Eds.), Serious games: Foundations, concepts and p...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
Göbel, S., Hugo, O., Kickmeier-Rust, M. D., & Egenfeldt-Nielsen, S.(2016). Serious game: Economic an...
Nowadays, microtransactions have become a powerful money generating tool in the gaming industry. At ...
This book highlights the challenges and potential of educational learning or industry-based training...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
I have attended this conference. In this conference a large number of educators from colleges and un...
The term Serious Games has been used to describe computer and video games used as educational techno...
Serious Games can benefit from the commercial video games industry by taking advantage of current de...
As games technologies have become more and more widely available, the ability of games to engage use...
This article analyzes the cooperative and competitive strategies pursued by game software firms faci...
The recent re-emergence of serious games as a branch of video games has introduced the concept of ga...
The paper provides an analysis of virtual reality as a subject of regulation while underlining the s...