Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Indexed In: SCOPUS
Release Date: March, 2013|Copyright: © 2013 |Pages: 381
DOI: 10.4018/978-1-4666-3673-6
ISBN13: 9781466636736|ISBN10: 1466636734|EISBN13: 9781466636743
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Description & Coverage
Description:

Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections. Many traditionally-oriented educators are simply not aware of the benefits that come from implementing digital games into an instructional environment.

Serious Games and Multi-User Virtual Environments in Education, Professional Development, and Healthcare seeks to counter these doubts by explaining how digital environments can easily become familiar and beneficial for educational and professional development. Highlighting techniques beyond the traditional practice, this reference source is useful for researchers, academics, professionals, and students interested in the benefits to implementing these games into various aspects of our environment.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Educational Technologies
  • Immersive Education
  • Serious Games
  • Social Computing
  • Virtual Communities
  • Virtual Learning Environments
Reviews & Statements

Contributors from psychology, education, medicine and other social sciences and humanities — as well as information and computer scientists holding down the technical end — explore how to incorporate digital games in adult education, specifically health education, counseling, and therapy. They consider single-player digital games, multi-user virtual environments, massive multi-player online games, and virtual worlds for adults. Their topics include balancing instruction and construction in virtual world learning, collaborative learning and game mastering in multi-player games, the quantitative analysis of voice and keyboard chat in a paper-presentation seminar in a virtual world, physical exercise software for elderly people based on motion tracking within the framework of ambient assisted living, and massively multi-player online role-playing games for health communication in Brazil.

– Annotation ©2013 Book News Inc. Portland, OR

While the focus is specifically on healthcare, therapy, and counseling, the concepts and techniques discussed within this text can be applied to education and other situations as well, offering a view of these technologies that is often not seen. A detailed table of contents, in conjunction with an index, enables the reader to find the section or chapter of most interest and value, while the compiled list of references enables further research on the topic in general. This book is of exceptional value to practicing counselors and therapists seeking ways to reach today’s generation as well as to reach previously noncommunicative or noncompliant patients.

– Sara Marcus, American Reference Books Annual
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Editor/Author Biographies
Klaus Bredl is professor for Digital Media at the Institute for Media and Educational Technologies at Augsburg University. Before this he held a professorship for Social Informatics/Technology in Human Services at Neubrandenburg University of Applied Sciences. He started as an assistant professor in the Institute for Information Systems at the University of Regensburg where he worked on a nationally funded interdisciplinary research project on the competence development of consultants. In Augsburg, his team is focused on research and teaching in the field of Digital Social Media, especially Virtual Worlds, Media Literacy and Technology Enhanced Learning.
Wolfgang Bösche (born 1971) was research assistant and lecturer at the Department of Psychology, Technische Universität Darmstadt, Germany. He received his doctorate in 2002 for his dissertation on adaptive network models of classification learning. In 2011, he habilitated on cognitive and motivational effects of violent video games. His research and teaching interests encompass multimedia learning and media psychology (with focus on the effects of violent video games), cognitive and mathematical psychology, and methodology. At the moment, he is interim professor at the Institute of Psychology at the University of Education Karlsruhe.
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