2014
DOI: 10.1155/2014/358152
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An Overview of Serious Games

Abstract: Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, int… Show more

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Cited by 457 publications
(274 citation statements)
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“…Serious games may be defined as an application with three main components: experience, entertainment, and multimedia (Laamarti et al, 2014). Especially entertainment dimension in serious games has the potential to enhance the user's experience through multimodal interaction.…”
Section: Related Workmentioning
confidence: 99%
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“…Serious games may be defined as an application with three main components: experience, entertainment, and multimedia (Laamarti et al, 2014). Especially entertainment dimension in serious games has the potential to enhance the user's experience through multimodal interaction.…”
Section: Related Workmentioning
confidence: 99%
“…The paper of Laamarti et al (2014) overviews studies on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. Also, many platforms were analysed and discussed, what the necessary components of the game to be successful are.…”
Section: Related Workmentioning
confidence: 99%
See 2 more Smart Citations
“…The enjoyment of the game is the very means by which the goal can be reached. Thus, the game should be kept enjoyable, or else the serious goal would not be reached even though it was given the highest attention in the development of the game [2]. Serious games encompass the same goals of "edutainment", but extend far past teaching facts and rote memorization to include all aspects of education: teaching, training, and informing [3].…”
mentioning
confidence: 99%