Cited by 671Educational Games and GamificationDigital Games and MediaArtificial Intelligence in Games

An overview of serious games

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Laamarti, Fedwa, Eid, Mohamad, El Saddik, Abdulmotaleb·2014·International Journal of Computer Games Technology

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.

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  • Serious games are used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.

    “Serious games are also used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.”

    From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [27]

    Section 5.1 (Education and Training; page not supplied) describes classroom games used for learning and reports that students in one history-class case study became more interactive and engaged. It also discusses playful design and assessing players’ motivation, but does not report that educational serious games generally increase students’ motivation. That part of the claim goes beyond the evidence in our copy. (LLM, conf=0.83)

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Research works printed but not linked: 62

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Cited by

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Authors
Laamarti, F., Eid, M., & El Saddik, A.
Affiliations
  • University of Ottawa (CA)
  • New York University Abu Dhabi (AE)
  • Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5
Venue
International Journal of Computer Games Technology
Publisher
Wiley
Published
2014
Volume
2014
Pages
1-15
ISSN
  • 1687-7047 (ISSN-L)
  • 1687-7055
OpenAlex
W1964868373
Cited by
671
References
1
Citations by year
2026: 59 · 2025: 92 · 2024: 97 · 2023: 98 · 2022: 84 · 2021: 70 · 2020: 67 · 2019: 43 · 2018: 22 · 2017: 15 · 2016: 17 · 2015: 7
FWCI
28.19
Type
journal article
Language
en
Open access
Locations
  • International Journal of Computer Games Technology (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
serious games, serious games in education, well-being

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