Serious Games hold great promise as a means to reach and affect large numbers of people in a positive way
Via: IGI Global - Seriously Studying the Rising Popularity of Educational Games
At the 11th Annual Learn Tech 2010 conference, learning games received a great deal of attention. It was found that Serious Games were “rapidly gaining acceptance among the learning community owing to its proven success in delivering business results.”
Amardeep Saluja, President – UK, of Tata Interactive Systems, further elaborated on the “three types of games that fall in the ambit of Serious Games:
"Skill-based Serious Games are aimed at building skills and abilities to improve efficiency and productivity at a job."
"Orientation Adventure Games are aimed at providing an engaging, immersive and contextual environment for otherwise usually dry facts around the organization."
"Games for Change are aimed at conceptual messages that challenge people to think, reflect and change their perspectives.”
In an effort to create a compendium of research in this growing field, IGI Global, an information science and technology publisher, releases Serious Game Design and Development: Technologies for Training and Learning , edited by Janis Cannon-Bowers, Ph.D. and Clint Bowers, Ph.D. of the University of Central Florida, USA. The book examines high-tech delivery of pedagogical content in a simulated environment that engenders a deeper learning in an entertaining manner. As stated in the preface, “the purpose of this volume is to provide a cross section of the work being done in this burgeoning area.”
Containing research from more than 40 international experts, and organized around three themes: Design Principles for Serious Games, Applications of Serious Games, Games in Healthcare, The Way Ahead: A Roadmap for the Future of Serious Games, this innovative volume of research discusses just how Serious Games hold great promise as a means to reach and affect large numbers of people in a positive way,” while also providing a quality reference to bridge the gap between development and science.
As the editors assert, by “capitalizing on the popularity of video games, along with emerging digital technologies and more accessible delivery methods, those seeking to affect positive change in the future may find that Serious Games are a useful mechanism to both study and influence human behavior”, thereby making this book a must-have in university and professional library collections.
As a complement to this book, IGI Global offers the opportunity to subscribe to the “International Journal of Game-Based Learning (IJGBL)”. A new addition to the IGI Global family, IJGBL promotes knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning.
Among Other Related Titles are:
Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned”
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
Affective, Interactive and Cognitive Methods for E-Learning Design: Creating an Optimal Education Experience
About IGI Global
Since 1988 IGI Global has provided comprehensive research not just on computer science and information technology management, but also on how information technology affects human activities and interactions. IGI Global is a leading multimedia publisher of books, reference works, journals, encyclopedias, teaching cases, proceedings, and databases covering the areas of education, social science, library science, healthcare, business management, public administration, and computer science. Information on all of IGI Global's authoritative resources can be found at http://www.igi-global.com/ IGI Global's office is located in Hershey, PA, USA.