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Serious Games Network

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Vaz De Carvalho, C.; Latorre Andrés, PM.; Serón Arbeloa, FJ. (2013). Serious Games Network. Virtual Archaeology Review. 4(9):174-180. https://doi.org/10.4995/var.2013.4271

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10251/138687

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Title: Serious Games Network
Author: Vaz de Carvalho, Carlos Latorre Andrés, Pedro M. Serón Arbeloa, Francisco José
Issued date:
Abstract:
[EN] “Serious games” can be defined as (digital) games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments ...[+]


[ES] Los “juegos serios" se podrían definir como aquellos juegos (digitales) utilizados para fines distintos del mero entretenimiento. El concepto de “juegos serios” se puede aplicar a un amplio espectro de áreas, por ejemplo ...[+]
Subjects: Serious games , Game based learning , Community practice , Juegos serios , Aprendizaje basado en juegos , Comunidad de práctica
Copyrigths: Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
Source:
Virtual Archaeology Review. (eissn: 1989-9947 )
DOI: 10.4995/var.2013.4271
Publisher:
Universitat Politècnica de València
Publisher version: https://doi.org/10.4995/var.2013.4271
Thanks:
This paper has been partly funded by the project “Serious Games Project – SEGAN”, no. 519332- LLP-1-2011-1-PT-KA3-KA3NW. Lifelong Learning. Education, Audiovisual and Culture Agency of the European Union. This paper has ...[+]
Type: Artículo

References

ANDERSON, Eike Falk et al. (2010): "Developing Serious Games for Cultural Heritage: A State-ofthe- Art Review", Virtual Reality 14(4), Springer, pp. 255-275.

FRANSSILA, H. & PEHKONNEN, M. (2005): "Why do ICT-Strategy implementation in schools fail and ICT-Practices do no develop?", in Media Skills and Competence Conference Proceedings. Tampere, Finland, pp. 9-16.

HOUTHOFF BURUMA - The Game. http://www.ranj.com/content/werk/houthoff-buruma-thegame [+]
ANDERSON, Eike Falk et al. (2010): "Developing Serious Games for Cultural Heritage: A State-ofthe- Art Review", Virtual Reality 14(4), Springer, pp. 255-275.

FRANSSILA, H. & PEHKONNEN, M. (2005): "Why do ICT-Strategy implementation in schools fail and ICT-Practices do no develop?", in Media Skills and Competence Conference Proceedings. Tampere, Finland, pp. 9-16.

HOUTHOFF BURUMA - The Game. http://www.ranj.com/content/werk/houthoff-buruma-thegame

HUSSAIN, T.S. & FERGUSON, W. (2005): "Efficient development of large-scale military training environments using a multi-player game", in Proceedings of the 2005 Fall Simulation Interoperability Workshop, pp. 421-431. Orlando, FL, September.

IBM Service Management Virtual Simulator http://www-01.ibm.com/software/tivoli/features/smsimulator/

The Novicraft HRD game http://www.teamingstream.com/

The SEGAN project http://seriousgamesnet.eu

MOLONEY, J. & AMOR, R.: "StringCVE: Advances in a Game Engine-Based Collaborative Virtual Environment for Architectural Design", in Proceedings of the International Conference on Applications of Virtual Reality, Blacksburg, 2003, September 156-168, pp. 24-26.

SUSI, Tarja (2007): "Serious Games - An Overview", Technical Report HS- IKI -TR-07-001. School of Humanities and Informatics. University of Skövde, Sweden.

The TIMEMESH Game http://timemesh.eu/

WALLIN, E. (2005): "The Rise and Fall of Swedish Educational Technology1960-1980", in Scandinavian Journal of Educational Research, 5, pp. 437-460.

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