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
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