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International Journal of Computer Games Technology· 2014Q2· Review

An Overview of Serious Games

Fedwa Laamarti, Mohamad Eid, Abdulmotaleb El Saddik

Short summary

This paper provides a general overview of serious games, proposing a taxonomy and classification system for them across various application areas.

AI-generated from the title and abstract; the full text is not read.

Key points

  • Surveys serious games across multiple application areas: education, well-being, advertisement, cultural heritage, interpersonal communication, and healthcare.
  • Proposes a novel taxonomy for classifying digital serious games.
  • Classifies existing serious game applications from literature against the defined taxonomy.
  • Provides literature-based guidelines for designing and developing successful serious games.

AI-generated from the title and abstract; the full text is not read.

Abstract

Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

The authors' abstract, as published at the source. International Journal of Computer Games Technology, 2014 · DOI ↗

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Field: Human-Computer Interaction

Human-Computer InteractionComputer Science