Abstract
This chapter introduces the basic subject of this book: serious games. Besides a definition of the term serious game, related fundamental concepts and terms such as gamification, gaming, and playing or game mechanics are detailed. Reasons for using serious games and for delving into this subject are discussed. To better understand a serious game and its context, a reference scenario is provided. Moreover, as a frame of reference, the development process of a digital game is sketched, and the peculiarities of serious games development are highlighted. A short history of serious games provides some background on the subject. This is followed by some general hints for how to use this book. Suggestions are provided for different target groups (e.g., prospective developers or prospective users) for how to best utilize this textbook. Finally, as in every chapter of this book, a summary is given, accompanied by a set of questions for self-assessment and recommendations for further reading.
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Notes
- 1.
Original work in game research and serious games research is introduced and published by a number of well-established scientific conferences in the field of artificial intelligence (e.g., AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, short: AIIDE), human-computer-interaction (ACM CHI Conference on Human Factors in Computing Systems), multimedia (ACM International Conference on Multimedia) or computer graphics (International Conference and Exhibition on Computer Graphics and Interactive Techniques, ACM SIGGRAPH) as well as business-oriented conferences and events (e.g., the Game Developers Conference or gamescom). Games-related scientific conferences include: Foundations of Digital Games, Advances in Computer Entertainment, International Conference of Interactive Digital Storytelling, and the International Conference on Entertainment Computing. Specialized international conferences include: eLearning and Games (Edutainment), European Conference on Game-based Learning, European Conference on Technology-enhanced Learning, and Games for Health in the fields of education and health. The few conferences that are specifically dedicated to serious games are: International Conference on Serious Games Development and Applications, International Conference on Games and Virtual Worlds for Serious Applications, and International Conference on Serious Games (originated by GameDays). Similarly, a number of scientific journals have been set up in the area of games, serious games and entertainment computing: International Journal on Artificial Intelligence in Education, International Journal of Game-based Learning, International Journal of Serious Games, Games for Health Journal, International Journal on Technology-enhanced Learning, IEEE Journal of Educational Technology and Society, IEEE Transaction on Learning Technology, Journal of Learning Science, Journal of Technology and Teacher Education, Journal of Usability Studies, Journal of Virtual Worlds Research, Journal of Virtual Worlds and Education, and Simulation and Gaming.
Recommended Literature
Original work in game research and serious games research is introduced and published by a number of well-established scientific conferences in the field of artificial intelligence (e.g., AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, short: AIIDE), human-computer-interaction (ACM CHI Conference on Human Factors in Computing Systems), multimedia (ACM International Conference on Multimedia) or computer graphics (International Conference and Exhibition on Computer Graphics and Interactive Techniques, ACM SIGGRAPH) as well as business-oriented conferences and events (e.g., the Game Developers Conference or gamescom). Games-related scientific conferences include: Foundations of Digital Games, Advances in Computer Entertainment, International Conference of Interactive Digital Storytelling, and the International Conference on Entertainment Computing. Specialized international conferences include: eLearning and Games (Edutainment), European Conference on Game-based Learning, European Conference on Technology-enhanced Learning, and Games for Health in the fields of education and health. The few conferences that are specifically dedicated to serious games are: International Conference on Serious Games Development and Applications, International Conference on Games and Virtual Worlds for Serious Applications, and International Conference on Serious Games (originated by GameDays). Similarly, a number of scientific journals have been set up in the area of games, serious games and entertainment computing: International Journal on Artificial Intelligence in Education, International Journal of Game-based Learning, International Journal of Serious Games, Games for Health Journal, International Journal on Technology-enhanced Learning, IEEE Journal of Educational Technology and Society, IEEE Transaction on Learning Technology, Journal of Learning Science, Journal of Technology and Teacher Education, Journal of Usability Studies, Journal of Virtual Worlds Research, Journal of Virtual Worlds and Education, and Simulation and Gaming.
Ma M, Oikonomou A, Jain L (2011) Serious Games and Edutainment Applications. Springer, London, UK—provides a pragmatic approach to the research and application area of serious games and edutainment applications. Case studies and underlying research and development aspects are covered, as well as business aspects and guidelines on how to use a serious game, e.g., in a classroom setting
Ritterfeld U, Cody M, Vorderer P (2009) Serious Games—Mechanisms and Effects. Routledge, New York and London—tackles the nature of serious games from a social science perspective, in the context of various best practice examples in the field of serious games for learning, serious games for development, and serious games for social change
Bredl K, Bösche W (2013) Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare. Information Science Reference (an imprint of IGI Global), Hershey PA—primarily addresses educators indicating the potential of digital games for its use in multi-user instructional (learning) environments. Technically, methods and concepts for the creation (authoring), control and evaluation (measurement of effects) are described in the context of digital educational games and games for health
Rabin S (2009) Introduction to Game Development. Second Edition. Charles River Media, Boston—a standard textbook on the topic of entertainment games
Salen K, Zimmermann E (2003) Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA—provides a benchmark in the field of game design. This includes a model for analyzing and understanding games as well as fundamental concepts such as “play,” “design,” and “interactivity” towards the creation of games and (playful) interactive systems in general
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Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (2016). Introduction. In: Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds) Serious Games. Springer, Cham. https://doi.org/10.1007/978-3-319-40612-1_1
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