More than 50 years have passed since the first serious computer games appeared. Their general goal is to motivate players to learn and to improve their learning outcomes. To this end, the players are given specific tasks and challenges in entertaining and engaging contexts. Serious games have evolved from a traditional video game setup to diverse, playful, real-time interactive systems also harnessing, for instance, novel extended reality interfaces. There are two obvious challenges in the design of serious games: (1) Turning learning objectives into games and (2) establishing a playful, rewarding game-loop that ensures the learning objectives are met. The paths to address these challenges vary depending on the learning objectives and contexts, the deployment technology and the available resources for development. The purpose of this chapter is to elaborate on the underlying conceptual and technological challenges and to present perspectives on theoretical and practical solutions.
%0 Book Section
%1 Chetitah:0aa
%A Chetitah, Mounsif
%A von Mammen, Sebastian
%A Liarokapis, Fotis
%B Human-Computer Interaction in Various Application Domains
%D 2024
%E Stephanidis, Constantine
%E Salvendy, Gavriel
%I CRC Press, Taylor & Francis Group
%K myown
%P 194–213
%R 10.1201/9781003490692-7
%T Emerging Technologies and Frameworks for Serious Games
%U https://www.researchgate.net/publication/373433432_Emerging_Technologies_and_Frameworks_for_Serious_Games
%X More than 50 years have passed since the first serious computer games appeared. Their general goal is to motivate players to learn and to improve their learning outcomes. To this end, the players are given specific tasks and challenges in entertaining and engaging contexts. Serious games have evolved from a traditional video game setup to diverse, playful, real-time interactive systems also harnessing, for instance, novel extended reality interfaces. There are two obvious challenges in the design of serious games: (1) Turning learning objectives into games and (2) establishing a playful, rewarding game-loop that ensures the learning objectives are met. The paths to address these challenges vary depending on the learning objectives and contexts, the deployment technology and the available resources for development. The purpose of this chapter is to elaborate on the underlying conceptual and technological challenges and to present perspectives on theoretical and practical solutions.
%7 1
%@ 9781003490692
@inbook{Chetitah:0aa,
abstract = {More than 50 years have passed since the first serious computer games appeared. Their general goal is to motivate players to learn and to improve their learning outcomes. To this end, the players are given specific tasks and challenges in entertaining and engaging contexts. Serious games have evolved from a traditional video game setup to diverse, playful, real-time interactive systems also harnessing, for instance, novel extended reality interfaces. There are two obvious challenges in the design of serious games: (1) Turning learning objectives into games and (2) establishing a playful, rewarding game-loop that ensures the learning objectives are met. The paths to address these challenges vary depending on the learning objectives and contexts, the deployment technology and the available resources for development. The purpose of this chapter is to elaborate on the underlying conceptual and technological challenges and to present perspectives on theoretical and practical solutions.},
added-at = {2023-06-26T13:43:31.000+0200},
author = {Chetitah, Mounsif and von Mammen, Sebastian and Liarokapis, Fotis},
biburl = {https://www.bibsonomy.org/bibtex/2313adedfb6a630caface66ca25c5301e/hci-uwb},
booktitle = {Human-Computer Interaction in Various Application Domains},
date-added = {2024-08-02 08:43:48 +0200},
date-modified = {2024-08-02 09:46:40 +0200},
doi = {10.1201/9781003490692-7},
edition = 1,
editor = {Stephanidis, Constantine and Salvendy, Gavriel},
interhash = {88863a094b5e2f9d9508ba79f1b243af},
intrahash = {313adedfb6a630caface66ca25c5301e},
isbn = {9781003490692},
keywords = {myown},
month = jul,
pages = {194–213},
publisher = {CRC Press, Taylor \& Francis Group},
series = {HUMAN-COMPUTER INTERACTION: FOUNDATIONS, METHODS, TECHNOLOGIES AND APPLICATIONS},
timestamp = {2025-03-14T16:39:25.000+0100},
title = {Emerging Technologies and Frameworks for Serious Games},
type = {Publication},
url = {https://www.researchgate.net/publication/373433432_Emerging_Technologies_and_Frameworks_for_Serious_Games},
year = 2024
}