Course Content (Syllabus)
The course focuses on understanding the concept of serious games (SG), as well as the effect of their use. It also deals with SG design, development, and evaluation issues.
In theory it examines topics such as:
-Concept of SG
-SG design issues
-SG creation approaches
-Economic and legal dimensions
-Examples of games
In practice it focuses on:
-SG deployment platforms
Course Bibliography (Eudoxus)
Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Serious games. Foundations, concepts and practice. Switzerland.
Additional bibliography for study
Nakatsu, R., Rauterberg, M., & Ciancarini, P. (Eds.). (2017). Handbook of digital games and entertainment technologies. Springer Singapore.
Jain, L. C. (2011). Serious games and edutainment applications (Vol. 504). M. Ma, & A. Oikonomou (Eds.). London: Springer.
Jerčić, P., & Sundstedt, V. (2019). Practicing Emotion–Regulation Through Biofeedback on the Decision–Making Performance in the Context of Serious Games: a Systematic Review. Entertainment Computing.
Baptista, G., & Oliveira, T. (2018). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior.
Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D. (2018). Gamification and serious games in depression care: a systematic mapping study. Telematics and Informatics, 35(1), 213-224.