Elsevier, Computers and Graphics, 6(34), p. 641-642, 2010
DOI: 10.1016/j.cag.2010.09.016
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The use of serious games and applications has emerged as a dominating force in training, education and simulation due to the focus on creating compelling interactive environments at reduced costs by adopting its capacity of engaging younger hi-tech generations in the highly motivated gaming environments and to the opportunities offered by the commodity technologies commonly associated with the entertainment industries. This field is informed by theories, methods, applications and the state-of-the-art in a number of areas based on technological principles and innovation, advances in games design, pedagogic methodologies and the convergence of these fields.