After the success of the first Research Topic (ebook and articles available
here), the Topic Editors are delighted to present the second volume dedicated to Serious Games.
Games are structured contexts, with clearly-defined rules, where players must overcome challenges and face opponents (real or game characters) to achieve victory. Games can offer incredibly immersive and engaging environments where users ‘learn by doing’ and improve skills and competencies related to decision making, strategy, teamwork, social skills, leadership and collaboration.
Serious Games focus on the design, development, use and application of games for purposes other than entertainment. Education and training represent the main areas of application of Serious Games but they have been equally used, with success, for health, research, emergency planning, advertisement and military purposes. The most striking effect in the use of Serious Games is an increased user motivation and engagement towards the “serious” objectives. This Research Topic plans to be a multidisciplinary approach to the presentation of research, theory, application, practice and validation in the field of Serious Games for any level and any area. As such it covers areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, interaction and simulation. We are interested in new scientific approaches and results from experiments and real-life applications.
After the success of the first Research Topic (ebook and articles available
here), the Topic Editors are delighted to present the second volume dedicated to Serious Games.
Games are structured contexts, with clearly-defined rules, where players must overcome challenges and face opponents (real or game characters) to achieve victory. Games can offer incredibly immersive and engaging environments where users ‘learn by doing’ and improve skills and competencies related to decision making, strategy, teamwork, social skills, leadership and collaboration.
Serious Games focus on the design, development, use and application of games for purposes other than entertainment. Education and training represent the main areas of application of Serious Games but they have been equally used, with success, for health, research, emergency planning, advertisement and military purposes. The most striking effect in the use of Serious Games is an increased user motivation and engagement towards the “serious” objectives. This Research Topic plans to be a multidisciplinary approach to the presentation of research, theory, application, practice and validation in the field of Serious Games for any level and any area. As such it covers areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, interaction and simulation. We are interested in new scientific approaches and results from experiments and real-life applications.