Learn More
Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online's data policy on reuse of materials please consult the policies page. Abstract This paper presents results from a project entitled 'MArket Demands that Reward Investment in Design'(More)
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with(More)
— Serious Games are games that educate, train and inform using entertainment principles. Serious Games have the potential for application in companies. However, less investigation has been focused on how to integrate Serious Games in to companies. The authors have developed a classification framework to help understand the different ways serious games can(More)
Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The question(More)