商品簡介
Forty-five international academics, researchers, and industry professionals contribute 17 chapters examining current work in so-called "serious games"--those that have a non-entertainment purpose--that are beginning to be developed in varied settings such as healthcare, education, and workplace learning. Coverage includes the use of various game design and development principles or strategies to enhance the effectiveness of serious games; examples of applications of serious games in diverse settings including science mathematics and technology education, in peace education, to promote brain plasticity and healthy aging through game play, and for second-language acquisition; games in healthcare; how to establish a science of serious game design that will stimulate research and applications in the future; and suggested directions for future serious games and their application to important societal changes. Annotation c2010 Book News, Inc., Portland, OR (booknews.com)