Hainey / Baxter / Boyle | Serious Games | Buch | 978-1-032-23479-3 | www.sack.de

Buch, Englisch, 296 Seiten, Format (B × H): 174 mm x 246 mm

Hainey / Baxter / Boyle

Serious Games

A Practical Guide to Design, Implementation and Evaluation
1. Auflage 2027
ISBN: 978-1-032-23479-3
Verlag: Taylor & Francis Ltd

A Practical Guide to Design, Implementation and Evaluation

Buch, Englisch, 296 Seiten, Format (B × H): 174 mm x 246 mm

ISBN: 978-1-032-23479-3
Verlag: Taylor & Francis Ltd


This is an essential guide to serious games, covering the core fundamentals of design and the integration of teaching content and assessment, implementation, and evaluation – perfect for anyone who feels that spark of excitement and intrigue at the idea of serious games and their exciting potential for education and training purposes to enhance, motivate and revitalise the learning process.

The book draws on a wide range of topics relevant to serious games including learning theories and concepts, motivational theories, content integration, assessment integration, evaluation, and design environments. Based on years of research, the book offers easy access to useful categorisation, design, and evaluation frameworks, and provides synthesised guidelines for design, implementation and experimental evaluation. It also overviews the empirical evidence associated with serious games in education and training in an industry and business environment. It is accompanied by lecture slides and serious game prototypes for course use.

This book will be of great interest to all students of game design at both undergraduate and postgraduate level, as well as educators, academics, and industry professionals.

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Zielgruppe


Professional, Undergraduate Advanced, and Undergraduate Core

Weitere Infos & Material


Chapter 1 Why are serious games important?

Chapter 2 Serious Games Concepts

Chapter 3 Related concepts: Engagement in games

Chapter 4 Genres Types and Platforms

Chapter 5 History of Serious Games

Chapter 6 Theories of Learning in Serious Games

Chapter 7 Skills Acquisition and Serious Games

Chapter 8 Serious Games in Primary Education (PE)/Elementary Education

Chapter 9 Serious Games in Tertiary Education

Chapter 10 Serious Games in DEI (Diversity, Equity and Inclusion) related subjects

Chapter 11 Serious Games in Training

Chapter 12 Design Principles of Serious Games

Chapter 13 Content Integration for Serious Games

Chapter 14 Assessment Integration for Serious Games

Chapter 15 Establishing the General Requirements for Development of a Serious

Chapter 16 Game Mechanics and Serious Games

Chapter 17 Narrative in Serious Games

Chapter 18 Implementation of A Serious Game by Joanne Lawrie

Chapter 19 Evaluation of Serious Games

Chapter 20 Serious Games Course Examples

Chapter 21 Researching Serious Games

Chapter 22 The Future of Serious Games


Dr Thomas Hainey is a Senior Lecturer and Programme Leader of Computer Games Development at the University of the West of Scotland (UWS). Thomas’s PhD developed and evaluated a Serious Game for teaching requirements collection and analysis at Tertiary Education Level. He has an extensive publication record in Serious Games associated with systematic empirical reviews, assessment and content integration, evaluation and development of Serious Games for programming and Diversity, Equality and Inclusion related subjects. He has also been involved in a number of Serious Game related projects including CHERMUG (using games to teach research methods) and the GALA Network of Excellence project which was a large-scale European project to spread good practice of Serious Games development and education throughout Europe. Thomas was heavily involved in Work package 6 associated with the Integration into Educational Processes. Thomas also teaches an honours level course on Serious Games at UWS and won the Best Educator Award at Scottish Games Week in 2023.

Dr Gavin Baxter is a Senior Lecturer on the Computer Games Development programme at the University of the West of Scotland. He has been involved in various games-based learning and serious games research projects. His research interests also focus on the use of immersive technologies in education and the application of esports to facilitate meta-skills via competitive gameplay. He also has an interest in retro gaming and the application of game genres for teaching and learning purposes.

Dr Elizabeth Boyle is a retired reader in Psychology. Liz worked at the University of the West of Scotland, where her research focused on psychological aspects of e-learning, digital games and social media. Liz published journal and conference papers, edited books and book chapters in these areas. Liz was project co-ordinator of several European projects that developed digital games and apps across varied topics. These included YOUTHYES, that developed a game to support young people in career planning, CHERMUG that supported students in learning about research methods and statistics, the RUEU? project, that supported students in exploring their European identity, and the GES-APP project that developed an app to support students in thinking about employability. Liz taught Honours modules on Psychology and Education and Applied Cyberpsychology.



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