Serious Games Network

Authors

  • Carlos Vaz de Carvalho Instituto Superior de Engenharia do Porto.
  • Pedro M. Latorre Andrés Universidad de Zaragoza
  • Francisco José Serón Arbeloa Universidad de Zaragoza

DOI:

https://doi.org/10.4995/var.2013.4271

Keywords:

Serious games, Game based learning, Community practice

Abstract

“Serious games” can be defined as (digital) games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network) will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding) consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

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Author Biographies

Carlos Vaz de Carvalho, Instituto Superior de Engenharia do Porto.

GILT. Graphics, Interaction and Learning. Instituto Superior de Engenharia do Porto. Portugal

Pedro M. Latorre Andrés, Universidad de Zaragoza

GIGA Grupo de Informática Gráfica Avanzada. Departamento de Informática e Ingeniería de
Sistemas. Universidad de Zaragoza. Spain.

Francisco José Serón Arbeloa, Universidad de Zaragoza

GIGA Grupo de Informática Gráfica Avanzada. Departamento de Informática e Ingeniería de
Sistemas. Universidad de Zaragoza. Spain.

References

ANDERSON, Eike Falk et al. (2010): “Developing Serious Games for Cultural Heritage: A State-ofthe- Art Review”, Virtual Reality 14(4), Springer, pp. 255-275. https://doi.org/10.1007/s10055-010-0177-3

FRANSSILA, H. & PEHKONNEN, M. (2005): “Why do ICT-Strategy implementation in schools fail and ICT-Practices do no develop?”, in Media Skills and Competence Conference Proceedings. Tampere, Finland, pp. 9-16.

HOUTHOFF BURUMA - The Game. http://www.ranj.com/content/werk/houthoff-buruma-thegame

HUSSAIN, T.S. & FERGUSON, W. (2005): “Efficient development of large-scale military training environments using a multi-player game”, in Proceedings of the 2005 Fall Simulation Interoperability Workshop, pp. 421-431. Orlando, FL, September.

IBM Service Management Virtual Simulator http://www-01.ibm.com/software/tivoli/features/smsimulator/

The Novicraft HRD game http://www.teamingstream.com/

The SEGAN project http://seriousgamesnet.eu

MOLONEY, J. & AMOR, R.: “StringCVE: Advances in a Game Engine-Based Collaborative Virtual Environment for Architectural Design”, in Proceedings of the International Conference on Applications of Virtual Reality, Blacksburg, 2003, September 156-168, pp. 24-26.

SUSI, Tarja (2007): “Serious Games – An Overview”, Technical Report HS- IKI -TR-07-001. School of Humanities and Informatics. University of Skövde, Sweden.

The TIMEMESH Game http://timemesh.eu/

WALLIN, E. (2005): “The Rise and Fall of Swedish Educational Technology1960–1980”, in Scandinavian Journal of Educational Research, 5, pp. 437-460. https://doi.org/10.1080/00313830500267804

Published

2013-11-05

How to Cite

Vaz de Carvalho, C., Latorre Andrés, P. M., & Serón Arbeloa, F. J. (2013). Serious Games Network. Virtual Archaeology Review, 4(9), 174–180. https://doi.org/10.4995/var.2013.4271

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Section

Articles