Serious Games provides a thorough exploration of the claim that
playing games can provide learning that is deep, sustained and
transferable to the real world. "Serious games" is defined herein
as any form of interactive computer-based game software for one or
multiple players to be used on any platform and that has been
developed to provide more than entertainment to players. With this
volume, the editors address the gap in exisiting scholarship on
gaming, providing an academic overview on the mechanisms and
effects of serious games. Contributors investigate the
psychological mechanisms that take place not only during gaming,
but also in game selection, persistent play, and gaming impact.
The work in this collection focuses on the desirable outcomes of
digital game play. The editors distinguish between three possible
effects -- learning, development, and change -- covering a broad
range of serious games potential impact. Contributions from
internationally recognized scholars focus on five objectives:
- Define the area of serious games
- Elaborate on the underlying theories that explain suggested
psychological mechanisms elicited through serious game play,
addressing cognitive, affective and social processes
- Summarize the empirical evidence on the effectiveness of
serious games,
- Introduce innovative research methods as a response to
methodological challenges imposed through interactive media
- Discuss the possibilities and limitations of selected
applications for educational purposes.
Anchored primarily in social science research, the reader will
be introduced to approaches that focus on the gaming process and
the users experiences. Additional perspectives will be provided in
the concluding chapters, written from non-social science approaches
by experts in academic game design and representatives of the
gaming industry. The editors acknowledge the necessity for a
broader interdisciplinary study of the phenomena and work to
overcome the methodological divide in games research to look ahead
to a more integrated and interdisciplinary study of digital
games.
This timely and singular volume will appeal to scholars,
researchers, and graduate students working in media entertainment
and game studies in the areas of education, media, communication,
and psychology.
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