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Serious Games

Editorial Board
Editors in Chief:
  • Ombretta Gaggi (University of Padua)
  • Anthony Brooks (Aalborg University)+ BioDr Assoc. Professor Anthony (aka Tony) Brooks has since 1985 pioneered the synthesis of Sensor-based systems and Biofeedback-generated Creative Expression via realtime interactive art-based mediums (i.e. digital painting via gesture, making music, robotic device control via gesture), with Game environments, into a concept of Ludic Engagement Designs for All that targets societal benefit and impact in healthcare, wellbeing and quality of life. End users range from the very young to aged, all abilities, and all situations. He is much in demand as an international keynote speaker, workshop/seminar host, and presenter/visiting professor/scholar. He has authored in excess of 160 papers including journal articles and books.
Special Issue Editors:
  • Barbara Guidi (-)
Area Editors:
  • Martin Sillaots (Tallinn University)
  • Joze Rugelj (University of Ljubljana)
  • Paula Escudeiro (ISEP)
  • Rosa Reis (GILT ISEP)
  • Silvia Gabrielli (FBK)
  • Andreea Molnar (Lancaster University)
  • Natalia Padilla-Zea (Universidad Internacional de La Rioja (UNIR))
  • Silvia Margarita Baldiris Navarro (Universidad Internacional de la Rioja)
  • Manuel Ninaus (Leibniz-Institut für Wissensmedien - IWM)
  • Rui Prada (Instituto Superior Técnico, University of Lisbon)
  • Theo Lim (Heriot-Watt University)
Scope

Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves.

Computer games are played through a computer, on a standalone or networked form. Games are highly interactive products that keep the player in a state of focused motivation, or “flow” as defined by Csikszentmihalyi. The player is always on the edge of his/her abilities, with the permanent feeling that he/she is about to reach the goal, about to go to the next level.

This motivates the player to try, to give his/her best and to evolve. Serious Games are not designed for the sole purpose of entertainment but rather with training, educational, marketing or awareness raising objectives. These games are designed with the main goal of creating a skill development context for the player while retaining the same focused motivation context of “fun” games.

The player must perform tasks, analyze processes and draw conclusions in order to increase his/her productivity and knowledge in the framework of the game positive and negative feedback, sometimes representing risks or a series of events that, in real life, would be negative or even fatal. This type of games is used in numerous areas like engineering, health, education, defense, military, emergency management, and scientific exploration, among many others.

Topics

Topics to be addressed by the journal include but are not limited to:

  • Serious games applications
    • Games for marketing and advergames
    • Games for training and skill development
    • Games for research
    • Games for social awareness
    • Games for business, banking and finance
    • Games for community engagement
    • Games for healthcare and wellness
    • Games for human resource training and development
    • Games for patient rehabilitation and physiotherapy
    • Games for senior citizens
  • Serious games technology
    • Virtual and augmented reality
    • New interaction devices, toys and playthings
    • Simulations
    • 3D rendering technologies
    • Games development for mobile devices
    • Game engines and development tools
    • Location-based games
    • Artificial intelligence
  • Serious games analytics
  • Assessment and evaluation of serious games
  • Serious game design and storyboarding
  • User experience design
  • Serious gamer psychology
  • Serious game gender and age issues
  • Social and collaborative serious games
  • and confidentiality in serious games
  • Case studies in serious games
  • Classification, categorization of types of serious games
  • Serious game research
Keywords
Training Games, Games, Serious Games, Simulation, Augmented Reality, Virtual Reality, Toys, Social Gaming, Gamification, Active Learning, Experiential Learning, Advergames, Marketing Games, Games for Research, Serious Games Analytics, Game Engines, Location-Based Games, Flow, Social Games, User Experience, Skill Development Games, Game-Based Learning, Social Awareness Games