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Serious Games and Edutainment Applications

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TLDR
This 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.
Abstract
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.

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Minhua Ma
Andreas Oikonomou
Lakhmi Jain Editors
Minhua Ma · Andreas Oikonomou · Lakhmi Jain
Editors
Serious Games and Edutainment Applications
Serious Games
and Edutainment
Applications
Computer Science
Serious Games and Edutainment Applications
e 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 o ers 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.  e 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.
9 781447 121602
isbn 978-1-4471-2160-2
Ma · Oikonomou · Jain Eds.
Citations
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References
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The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations.

TL;DR: This article seeks to make theorists and researchers aware of the importance of not using the terms moderator and mediator interchangeably by carefully elaborating the many ways in which moderators and mediators differ, and delineates the conceptual and strategic implications of making use of such distinctions with regard to a wide range of phenomena.
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Situated Learning: Legitimate Peripheral Participation

TL;DR: This work has shown that legitimate peripheral participation in communities of practice is not confined to midwives, tailors, quartermasters, butchers, non-drinking alcoholics and the like.
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Communities of Practice: Learning, Meaning, and Identity

TL;DR: Identity in practice, modes of belonging, participation and non-participation, and learning communities: a guide to understanding identity in practice.
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A 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 this paper.