This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This repo...
Serious games are praised for their ability to educate their players in a varienty of social topics....
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious games have become a key segment in the games market as well as in academic research. Althoug...
I have attended this conference. In this conference a large number of educators from colleges and un...
This literature review examines the use of digital games also known as serious games in a school set...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
Serious games are fascinating, not only as a popular research field, but also as a relevant economic...
Diploma thesis "Serious games and their possible use in teaching and learning" describes the so-call...
This paper discusses the current situation regarding games as pedagogical tools, more specifically, ...
The term serious game refers to a software or hardware application developed with technology and gam...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
The introductory part of this article will focus on defining the methodological characteristics of t...
Serious games are praised for their ability to educate their players in a varienty of social topics....
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious games have become a key segment in the games market as well as in academic research. Althoug...
I have attended this conference. In this conference a large number of educators from colleges and un...
This literature review examines the use of digital games also known as serious games in a school set...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
Serious games are fascinating, not only as a popular research field, but also as a relevant economic...
Diploma thesis "Serious games and their possible use in teaching and learning" describes the so-call...
This paper discusses the current situation regarding games as pedagogical tools, more specifically, ...
The term serious game refers to a software or hardware application developed with technology and gam...
Serious games have been steadily increasing their use in many sectors of society, yet it seems that ...
The introductory part of this article will focus on defining the methodological characteristics of t...
Serious games are praised for their ability to educate their players in a varienty of social topics....
Learning methodologies and experiences have changed over the recent years thanks to the incorporatio...
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence...