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An overview of serious games

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Published:01 January 2014Publication History
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Abstract

Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

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              cover image International Journal of Computer Games Technology
              International Journal of Computer Games Technology  Volume 2014, Issue
              January 2014
              186 pages
              ISSN:1687-7047
              EISSN:1687-7055
              Issue’s Table of Contents

              Publisher

              Hindawi Limited

              London, United Kingdom

              Publication History

              • Accepted: 16 September 2014
              • Revised: 10 September 2014
              • Received: 12 May 2014
              • Published: 1 January 2014

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