Serious Games for Learning: A Quantitative Review of Literature

Manuel J. Ibarra, Vladimiro Ibañez, Ismar Frango Silveira, Cesar A. Collazos, Günter Wallner, Matthias Rauterberg

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

There exists a considerable amount of digital games that are described and published in the scientific literature. Among them, there are those considered as “serious games”, whose foremost goal differs from pure entertainment, being conceived mainly for training, capacity building, and education among other ends. Serious digital games for learning represent an important part of this whole set, and it is relevant to observe the actual state-of-the-art about the research in this field. In this sense, this paper presents a quantitative literature review on previous papers published in peer-reviewed conference proceedings or journals related to digital games for learning.

Original languageEnglish
Title of host publicationSerious Games - Joint International Conference, JCSG 2020, Proceedings
EditorsMinhua Ma, Bobbie Fletcher, Stefan Göbel, Jannicke Baalsrud Hauge, Tim Marsh
PublisherSpringer
Pages164-174
Number of pages11
ISBN (Print)9783030618131
DOIs
Publication statusPublished - 2020
Event6th Joint International Conference on Serious Games, JCSG 2020 - Stoke-on-Trent, United Kingdom
Duration: 19 Nov 202020 Nov 2020

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12434 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference6th Joint International Conference on Serious Games, JCSG 2020
CountryUnited Kingdom
CityStoke-on-Trent
Period19/11/2020/11/20

Keywords

  • Digital games
  • Educational games
  • Game-Based learning
  • Learning
  • Serious games

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