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Serious Games

Editorial Board
Editors in Chief:
  • Thomas Westin (Stockholm University)
  • Peter Mozelius (Mid Sweden University, Department of Computer and System Science (DSV))+ BioEmployment: 1999 - 2001 Teacher in Software Engineering Royal Institute of Technology / KTH Stockholm 2002 - 2017 IT-pedagogue and reseacher - Stockholm University, Department of Computer and Systems Sciences 2017 - 2019 PostDoc - Mid Sweden University, Department of Computer and System Sciences 2019 - Senior Lecturer - Mid Sweden University, Department of Computer and System Sciences Research fields: Blended learning Game-based learning Programming education ICT4D - Information and Communication Technologies for Development
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)
  • Olga Timcenko (Aalborg University)
  • ()
  • Fotis Liarokapis (Masaryk University, Brno, Czech Republic)
  • Luis Miguel Girao (Artshare, Planetary Collegium, CESEM-FSCH-UNL)
  • Ben Challis (Manchester Metropolitan University)
  • Andrew Smith (Council for Scientific and Industrial Research (CSIR))
  • Antoni Jaume-i-Capó (Universitat de les Illes Balears)
  • Cristina Sylla (University of Minho)
  • Miralem Helmefalk (Linnaeus University)
Aims & 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 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