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Index
Cover Page
Title Page
Copyright Page
Dedication
Foreword: From Virtual U to Serious Games to Something Bigger
Editors
Contributors
List of Figures and Tables
Part I: Serious Games: Explication of an Oxymoron
1. Introduction
2. Classifying Serious Games
3. Enjoyment of Digital Games: What Makes Them “Seriously” Fun?
4. Serious Games and Seriously Fun Games: Can they be One and the Same?
Part II: Theories and Mechanisms
Section I: Serious Games for Learning
5. Deep Learning Properties of Good Digital Games: How far Can they Go?
6. Deep Learning and Emotion in Serious Games
7. Psychological and Communicological Theories of Learning and Emotion Underlying Serious Games
8. Designing Serious Games for Learning and Health in Informal and Formal Settings
9. What do Children Learn from Playing Digital Games?
Section II: Serious Games for Development
10. The Impact of Serious Games on Childhood Development
11. Designing Serious Games for Children and Adolescents: What Developmental Psychology Can Teach us
12. Doors to Another Me: Identity Construction through Digital Game Play
13. Identity Formation and Emotion Regulation in Digital Gaming
Section III: Serious Games for Social Change
14. Serious Games for Girls? Considering Gender in Learning with Digital Games
15. Girls as Serious Gamers: Pitfalls and Possibilities
16. Serious Games and Social Change: Why they (Should) Work
17. Entertainment-Education through Digital Games
Part III: Methodological Challenges
18. Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow
19. Making the Implicit Explicit: Embedded Measurement in Serious Games
20. Evaluating the Potential of Serious Games: What Can We Learn from Previous Research on Media Effects and Educational Intervention?
21. Improving Methodology in Serious Games Research with Elaborated Theory
22. Generalizability and Validity in Digital Game Research
23. Designing Game Research: Addressing Questions of Validity
Part IV: Applications, Limitations, and Future Directions
24. Three-Dimensional Game Environments for Recovery from Stroke
25. Reducing Risky Sexual Decision Making in the Virtual and in the Real World: Serious Games, Intelligent Agents, and a Solve Approach
26. From Serious Games to Serious Gaming
27. Immersive Serious Games for Large Scale Multiplayer Dialogue and Cocreation
28. The Gaming Dispositif: An Analysis of Serious Games from a Humanities Perspective
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