• DocumentCode
    2228216
  • Title

    Serious Video Games: Games for Education and Health

  • Author

    Janarthanan, Vasudevan

  • Author_Institution
    Dept. of Inf. Technol., Fairleigh Dickinson Univ., USA
  • fYear
    2012
  • fDate
    16-18 April 2012
  • Firstpage
    875
  • Lastpage
    878
  • Abstract
    Every game in the market is made in an effort to play, produce, teach, motivate, socialize, communicate and educate different cultures. The gamer is exposed to different types of games that can be categorized into a casual game, serious game and advergame. Serious games include games for training, games for education, games for science and research, games for production and games for work. Serious games do not necessarily lead to the production of a game [1]. They are mainly used to ensure better health and educational environment. They also provide a tool for creating jobs and making life easier in arts, design, therapy, generic software engineering, healthcare and more. Serious games are made intentionally for learning. In this paper, I will be discussing in-depth the two most crucial categories of serious games namely games for education and games for health.
  • Keywords
    computer aided instruction; computer games; health care; advergame; casual game; education games; health; production games; science-research games; serious video games; training games; work games; Computers; Educational institutions; Games; Industries; Pain;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Information Technology: New Generations (ITNG), 2012 Ninth International Conference on
  • Conference_Location
    Las Vegas, NV
  • Print_ISBN
    978-1-4673-0798-7
  • Type

    conf

  • DOI
    10.1109/ITNG.2012.79
  • Filename
    6209109