Book contents
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- 8 Social Media in Tourism and Hospitality
- 9 Serious Games and Cyber Behaviour
- 10 Mobile Games for Learning
- 11 Computer Simulations in Science Education
- 12 Immersive Technologies
- 13 Virtual Worlds through Virtual Reality and Augmented Reality
- 14 Electronic Activity Monitoring
- 15 Voice-Powered Artificial Intelligence
- 16 Emails and Cyber Work
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- Index
- References
9 - Serious Games and Cyber Behaviour
from Part II - Technologies in Cyber Behavior
Published online by Cambridge University Press: 06 December 2024
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- 8 Social Media in Tourism and Hospitality
- 9 Serious Games and Cyber Behaviour
- 10 Mobile Games for Learning
- 11 Computer Simulations in Science Education
- 12 Immersive Technologies
- 13 Virtual Worlds through Virtual Reality and Augmented Reality
- 14 Electronic Activity Monitoring
- 15 Voice-Powered Artificial Intelligence
- 16 Emails and Cyber Work
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- Index
- References
Summary
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
Keywords
- Type
- Chapter
- Information
- The Cambridge Handbook of Cyber Behavior , pp. 249 - 284Publisher: Cambridge University PressPrint publication year: 2023