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SERIOUS GAMES AND EDUTAINMENT APPLICATIONS

  • Writer: Dean Guadagno
    Dean Guadagno
  • Dec 3, 2025
  • 2 min read

Aidan Sliney, Andreas Oikonomou, Angel Rodríguez-Cerro, Arthur Graesser, Carolina Islas Sedano, Carol Forsyth, Chad Raphael, Chuang Xuejin, Christine M. Bachen, Damien Djaouti, Dave Murphy, Diane Halpern, Eric Klopfer, Erkki Sutinen, Fotis Liarokapis, Heather Butler, Hanno Hildmann, Ian Dunwell, Ignacio García-Fernández, Jason Haas, Jean-Pierre Jessel, Julian Alvarez, Julieta Noguez, Jule Hildmann, Kae Novak, Karla Muñoz, Keith Millis, Li Zhiqiang Nickole, Lakhmi C. Jain, Luis Neri, Mikko Vinni, Miguel Arevalillo-Herráez, Miguel A. Gamón-Giménez, Minhua Ma, Olivier Rampnoux, Panagiotis Petridis, Patty Wallace, Paul Mc Kevitt, Rafael J. Martínez-Durá, Rurik Nackerud, Sara de Freitas, Scot Osterweil, Sylvester Arnab, Teemu H. Laine, Tim Marsh, Tom Lunney





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 include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain.


Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

1st Edition

9781447121602

2011

504

English

Paperback

1st Edition

9781447158110

2014

504

English

eBook

1st Edition

9781447121619

2011

504

OTHER NAMES

Serious Games and Edutainment Applications

TAGS


Publishers: #SpringerNature (Springer London)

Languages: #English

Accessibility: N/A

Genres: #GameStudies


Companies:

N/A


Public Figures: N/A


Games: N/A


Misc:

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