from Part II - Technologies in Cyber Behavior
Published online by Cambridge University Press: 06 December 2024
1 Introduction
2 The Early Days of Serious Games
2.1 Examples of Influential Games, 1970s to 2010
2.2 The Emergence of Serious Games as an Academic Discipline
2.3 Further Analysis of the Constituent Components in Game Models
2.3.1 User Experience
2.3.2 Learning and Learning Outcomes
2.3.3 Game Characteristics
2.3.4 Instructional Content
2.3.5 Player Characteristics and Context
2.4 Evaluation of Serious Games
3 Recent and Current Advances
3.1 Examples of Influential Games, 2010–20
3.2 Recent Progress on Serious Games as an Academic Discipline
3.2.1 Recognition of the Need for Rigorous Evaluation
3.2.2 Learning / Learning Outcomes and Twenty-First-Century Skills
3.2.3 More Recent Taxonomies and Models
3.2.4 Content
4 Looking to the Future
4.1 New Areas of Development
4.2 Technological Advances
4.3 Learning Analytics and Personalisation
4.4 Constraints on Serious Games
5 Conclusion
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