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Serious Games and Edutainment Applications

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Cover of 'Serious Games and Edutainment Applications'

Table of Contents

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    Book Overview
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    Chapter 1 Innovations in Serious Games for Future Learning
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    Chapter 2 Serious Games: A New Paradigm for Education?
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    Chapter 3 Origins of Serious Games
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    Chapter 4 Serious Learning in Serious Games
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    Chapter 5 Social Flow and Learning in Digital Games:A Conceptual Model and Research Agenda
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    Chapter 6 A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games
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    Chapter 7 Serious Games for Health and Safety Training
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    Chapter 8 Augmenting Initiative Game Worlds with Mobile Digital Devices
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    Chapter 9 Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction
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    Chapter 10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry
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    Chapter 11 From Global Games to Re-contextualized Games: The Design Process of TekMyst
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    Chapter 12 Using Serious Games for Assessment
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    Chapter 13 Designing and Evaluating Emotional Student Models for Game-Based Learning
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    Chapter 14 Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters
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    Chapter 15 Choosing a Serious Game for the Classroom:An Adoption Model for Educators
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    Chapter 16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet Newspaper”
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    Chapter 17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom
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    Chapter 18 Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights
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    Chapter 19 Expanding a VLE-Based Integration Framework Supporting Education in Second Life
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    Chapter 20 Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
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    Chapter 21 Experiences of Promoting Student Engagement Through Game-Enhanced Learning
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    Chapter 22 What Computing Students Can Learnby Developing Their Own Serious Games
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    Chapter 23 Serious Games and Edutainment Applications
Attention for Chapter 20: Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
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Chapter title
Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training
Chapter number 20
Book title
Serious Games and Edutainment Applications
Published by
Springer London, January 2011
DOI 10.1007/978-1-4471-2161-9_20
Book ISBNs
978-1-4471-2160-2, 978-1-4471-2161-9
Authors

Richard N. Landers, Rachel C. Callan

Editors

Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 325 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 4 1%
Netherlands 1 <1%
Austria 1 <1%
Brazil 1 <1%
South Africa 1 <1%
Ireland 1 <1%
Peru 1 <1%
United Kingdom 1 <1%
Japan 1 <1%
Other 1 <1%
Unknown 312 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 66 20%
Student > Ph. D. Student 60 18%
Student > Bachelor 35 11%
Researcher 27 8%
Student > Postgraduate 16 5%
Other 67 21%
Unknown 54 17%
Readers by discipline Count As %
Computer Science 69 21%
Social Sciences 47 14%
Business, Management and Accounting 37 11%
Psychology 28 9%
Engineering 16 5%
Other 59 18%
Unknown 69 21%