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Handbook of Research on Serious Games as Educational, Business and Research Tools

Book Description

Serious games are being developed at an exponential rate and have applications in management, education, defense, scientific research, health care, and emergency planning. In order to maximize the potential and profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all of its domains of application.Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design collects research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. Including research on the technological aspects of serious games, user experience and serious games, serious games for social change, and business opportunities for serious games, this two-volume reference offers key perspectives on all aspects of social game design, development and implementation for researchers, managers, and computer game developers.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  5. Preface
    1. ABOUT THE SUBJECT
    2. ORGANIZATION OF THE HANDBOOK
    3. EXPECTATIONS
  6. Acknowledgment
  7. Section 1: Serious Games as a Tool of Change
    1. Chapter 1: Innovation Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK AND THEORIES
      4. RESEARCH APPROACH
      5. COMPARATIVE FINDINGS
      6. CREATING INNOVATION GAMES
      7. CONCLUSION
    2. Chapter 2: Applications of Serious Games in Geovisualization
      1. ABSTRACT
      2. INTRODUCTION
      3. GEOVISUALIZATION
      4. REVIEW OF RELATED WORK
      5. RESEARCH AND TECHNOLOGICAL BREAKTHROUGHS IN SERIOUS GAMES
      6. FLIGHT SIMULATORS
      7. A CASE OF STUDY
      8. CONCLUSION
      9. RECOMMENDATIONS
    3. Chapter 3: Serious Gaming Supporting Competence Development in Sustainable Manufacturing
      1. ABSTRACT
      2. INTRODUCTION
      3. WHY THERE IS A NEED FOR SERIOUS GAMING IN SGM
      4. CHALLENGES IN SUSTAINABLE MANUFACTURING
      5. A SERIOUS GAME MEDIATING COMPETENCES IN SGM
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    4. Chapter 4: Cyber Defense Competitions as Learning Tools
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. BASIC CYBER DEFENSE COMPETITION CONCEPTS
      5. EQUIPMENT NEEDED
      6. RUNNING THE COMPETITION
      7. AUDIENCE DIFFERENCES
      8. CYBER DEFENSE COMPETITIONS AS RECRUITMENT AND RETENTION TOOLS
      9. ASSESSING THE CYBER DEFENSE COMPETITION
      10. LESSONS LEARNED
      11. FUTURE DIRECTIONS
      12. CONCLUSION
    5. Chapter 5: Design and Evaluation of Tamhattan
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE MULTIMODAL GAMING ENVIRONMENT
      5. EVALUATION
      6. FUTURE RESEARCH DIRECTIONS
      7. SUMMARY
    6. Chapter 6: Game4Manager
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME-BASED LEARNING AS A CATALYST TO CHANGE AND INNOVATION
      4. A MANAGEMENT GAME IN A VIRTUAL ENVIRONMENT
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    7. Chapter 7: Using Serious Games for Collecting and Modeling Human Procurement Decisions in a Supply Chain Context
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MOTIVATION AND GOALS
      5. DECISIONTRACK GAME: FROM DESIGN TO IMPLEMENTATION
      6. ANALYSIS AND INTERPRETATION
      7. APPLICATION CASE
      8. ISSUES AND CONTROVERSIES
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    8. Chapter 8: Authoring Tools for Edutainment Environments to Design Active Learning Activities
      1. ABSTRACT
      2. INTRODUCTION
      3. AUTHORING TOOLS
      4. CONCLUSION AND FUTURE WORK
    9. Chapter 9: An Overview on the Use of Serious Games in the Military Industry and Health
      1. ABSTRACT
      2. INTRODUCTION TO SERIOUS GAMES
      3. EVOLUTION OF SERIOUS GAMES
      4. TECHNOLOGIES USED IN GAMES DEVELOPMENT
      5. THE USE OF SERIOUS GAMES IN THE MILITARY INDUSTRY
      6. THE USE OF SERIOUS GAMES IN THE HEALTH AREA
      7. SUCCESSFUL SERIOUS GAMES IN HEALTH
      8. SUCCESSFUL SERIOUS GAMES IN THE MILITARY INDUSTRY
      9. ADVANTAGES AND DISADVANTAGES OF THE SERIOUS GAMES
      10. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
    10. Chapter 10: PLAYER
      1. ABSTRACT
      2. INTRODUCTION
      3. FACEBOOK
      4. THE MISSION
      5. THE CONSORTIUM’S APPROACH
      6. CONCLUSION
    11. Chapter 11: Playing with Design
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. DRAWING GAMES
      4. 2. CHARACTERS DESIGN AND VIRTUAL E SCENOGRAPHY
      5. 3. “DRAWING” OF EMOTIONS
      6. 4. INTERFACES DESIGN (IN THE DOMAIN OF OPERATIONALITY TOUCHES)
      7. 5. CONCLUSION
    12. Chapter 12: eRiskGame
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PROJECT-BASED LEARNING
      5. GAME-BASED TRAINING
      6. BROWSER GAMES
      7. WEB COMMUNICATION TOOLS APPLIED TO EDUCATION
      8. INTELLIGENT AGENTS
      9. RELATED WORKS
      10. E-RISKGAME
      11. CONCLUSION
    13. Chapter 13: Virtual Worlds Innovation with Open Wonderland
      1. ABSTRACT
      2. INTRODUCTION
      3. OPEN WONDERLAND
      4. WONDERLAND FEATURES
      5. WONDERLAND RESOURCES
      6. EXAMPLES OF WONDERLAND USAGE
      7. CONCLUSION
  8. Section 2: Technological Aspects of Serious Games
    1. Chapter 14: Serious Lessons from the Commercial Games Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. APPENDIX: ADDITIONAL RESOURCES
    2. Chapter 15: Crossing the Chasm
      1. ABSTRACT
      2. INTRODUCTION
      3. MAIN FOCUS OF THE CHAPTER
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
    3. Chapter 16: Security Issues in Massively Multiplayer Online Games
      1. ABSTRACT
      2. TARGETED AUDIENCE
      3. INTRODUCTION
      4. RELATED WORK
      5. MASSIVELY MULTIPLAYER ONLINE GAMES
      6. SECURITY
      7. FUTURE DEVELOPMENTS
      8. CONCLUSION
    4. Chapter 17: Serious Games and Virtual Reality for Education, Training and Health
      1. ABSTRACT
      2. INTRODUCTION
      3. A SHORT BACKGROUND ABOUT ELECTRONIC GAMES
      4. DEVELOPMENT OF SERIOUS GAMES
      5. GEOPLANOPEC
      6. SILVESTERPEC
      7. UMA AVENTURA NA FLORESTA DA DENTOLÂNDIA (AN ADVENTURE IN THE TOOTHLAND FOREST)
      8. TOUCHBRUSH GAME
      9. BREAST BIOPSY TRAINING GAME
      10. DISCUSSION
      11. CONCLUSION
    5. Chapter 18: Serious Game Framework for Design of Medical Applications
      1. ABSTRACT
      2. 1 INTRODUCTION
      3. 2 BACKGROUND CONCEPTS
      4. 3 SERIOUS GAME FRAMEWORK (SGF)
      5. 4 SOFTWARE ARCHITECTURE
      6. 5 CONCLUSION AND FUTURE RESEARCH DIRECTIONS
  9. Section 3: Psychological and Social Effects
    1. Chapter 19: Articulating the Paradigm Shift
      1. ABSTRACT
      2. THE DREAM PARADIGM: COHERENT POTENTIALS OF MEDIA
      3. BACKGROUND: SUPERNATURAL COGNITIVE SCIENCE AND THE PARADIGM SHIFT
      4. COMPENSATION: AMPLIFYING THE ENERGY OF IMAGES
      5. COMPENSATION AND CHARACTER PREMISE
      6. TRAUMA IN THE COGNITIVE TERRITORY
      7. DRAMATIC STRUCTURE OF PSYCHECOLOGY AND THE MEDIA DREAM
      8. ISSUES AND CONTROVERSIES
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    2. Chapter 20: Norms, Practices, and Rules of Virtual Community of Online Gamers
      1. ABSTRACT
      2. 1.0 INTRODUCTION
      3. 2.0 APPLYING THE INSTITUTIONAL LENS TO UNDERSTAND NORMS, PRACTICES, AND RULES OF THE GAMES
      4. 3.0 METHODOLOGY OF THE STUDY
      5. 4.0 FINDINGS AND DISCUSSIONS ON THE PROCESS OF INSTITUTIONALIZATION IN ONLINE GAMING
      6. 5.0 IMPLICATIONS AND FUTURE DIRECTION
    3. Chapter 21: Online Playability
      1. ABSTRACT
      2. INTRODUCTION
      3. MMOGS AND ONLINE GAMER MOTIVATIONS
      4. ONLINE GAMING INTERACTION
      5. ONLINE SOCIALISATION
      6. SOCIAL AND INSTRUMENTAL PLAYABILITY
      7. EXTRAPOLATING ONLINE RELATIONSHIPS INTO THE REAL WORLD
      8. TRAVIAN
      9. STUDY PRESENTATION AND OBJECTIVES
      10. METHODOLOGY
      11. MATERIAL
      12. RESULTS PRESENTATION AND ANALYSIS
      13. DISCUSSION OF RESULTS
      14. CONCLUSION
    4. Chapter 22: Serious Games in Speech Therapy
      1. ABSTRACT
      2. INTRODUCTION
      3. A GENERAL ANALYSIS OF THE LEARNING PROCESS
      4. NEW PEDAGOGICAL OBJECTIVES AND MODERN INFORMATION TECHNOLOGY
      5. INSTRUCTIVE USE OF SERIOUS GAMES
      6. CAN SERIOUS GAMES BE USED IN SPEECH THERAPY?
      7. ELABORATION AND PRACTICAL APPLICATION OF COMPUTER TECHNOLOGY IN THE THERAPY OF THE PERSONS WITH SPECIAL NEEDS
      8. APPLICATION OF COMPUTER TECHNOLOGY IN ROMANIA IN THE THERAPY OF THE PERSONS WITH SPECIAL NEEDS
      9. PERSPECTIVES
      10. CONCLUSION
  10. Section 4: Applications in Business
    1. Chapter 23: The Business of Collaborating
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COLLABORATIVE PROCESSING IN TeamMATE©
      5. DEFINING A TeamMATE© PLAY SCENARIO
      6. MODELING A BUSINESS SCENARIO
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    2. Chapter 24: Capturing Tacit Knowledge within Business Simulation Games
      1. ABSTRACT
      2. INTRODUCTION
      3. ORGANIZATIONAL KNOWLEDGE MANAGEMENT AND WEB 2.0
      4. BUSINESS SIMULATION GAMES: CURRENT MODEL
      5. BUSINESS SIMULATION GAMES: PROPOSED CONCEPTUAL MODEL
      6. CONCLUSION
    3. Chapter 25: The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. BACKGROUND AND STATE OF THE ART
      4. 2. FIRST ORDER: REQUIREMENTS AND CONTEXTUALISATION
      5. 4. THIRD ORDER: MODELLING CONTEXT
      6. 6. CONCLUSION
    4. Chapter 26: Play or Vote
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MATCHING GAMES FOR EVALUATION OF DESIGNS
      5. STUDY I
      6. STUDY II
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    5. Chapter 27: Serious Games in Business
      1. ABSTRACT
      2. INTRODUCTION
      3. HOW CAN THE TERM “SERIOUS GAME” BE DEFINED?
      4. CASE STUDIES
      5. POTENTIAL OF SERIOUS GAMES: USE CASES FOR REFLECTIVE LEARNING
      6. SUMMARY AND CONCLUSION
    6. Chapter 28: Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES
      4. GAMES AND SOME LEARNING COMPONENTS
      5. LEARNING AND TRAINING FOR DIGITAL NATIVES
      6. GAME-BASED LEARNING
      7. TRENDS, ISSUES, AND IMPACTS IN LEARNING AND TRAINING
      8. CONCLUSION
    7. Chapter 29: Battle for Value
      1. ABSTRACT
      2. I. INTRODUCTION: WHAT WARGAMING IS
      3. II. THEORY: WHY WARGAME
      4. III. NUTS AND BOLTS: HOW WARGAMES WORK
      5. ROUNDS 2 AND 3
      6. WARGAME STRUCTURE AND SAMPLE AGENDA
      7. CONCLUSION
      8. APPENDIX: FREQUENTLY ASKED QUESTIONS
    8. Chapter 30: Serious Games for Serious Business
      1. ABSTRACT
      2. INTRODUCTION
      3. BRIEF HISTORY OF BUSINESS SIMULATION GAMES
      4. BUSINESS SIMULATION GAMES IN MANAGEMENT EDUCATION
      5. VIDEO GAMES AS A TOOL FOR LEARNING
      6. ENTERTAINMENT VIDEO GAMES AS A TOOL FOR DEVELOPING MANAGEMENT SKILLS
      7. USE OF SERIOUS GAMES TO IMPROVE MANAGEMENT PROCESSES
      8. EXAMPLES OF THE USE OF SERIOUS GAMES IN MANAGEMENT TRAINING
      9. FINAL THOUGHTS
    9. Chapter 31: Exploring Serious Games from Service Science Perspective
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ANALYZING SERIOUS GAMES FROM SERVICE SCIENCE PERSPECTIVE
      5. SERVICES DELIVERED BY SERIOUS GAMES
      6. BENEFITS OF USING SERVICE SCIENCE APPROACH
      7. CONCLUSION
  11. Section 5: Applications in Education
    1. Chapter 32: Game-Based Learning
      1. ABSTRACT
      2. INTRODUCTION AND BACKGROUND
      3. REVIEW: METHOD
      4. REVIEW: RESULTS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    2. Chapter 33: Geo@NET in the context of the Platform of Assisted Learning from Aveiro University, Portugal
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES AND COMPETITIONS OF “PROJECTO MATEMÁTICA ENSINO” (PmatE)
      4. I. FROM THE QUESTION GENERATOR MODELS TO THE FINAL APPLICATION
      5. II. geo@NET: QGMS IN GEOSCIENCES EDUCATION
      6. PmatE AND geo@NET FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    3. Chapter 34: Serious Games Applied to Project Management Teaching
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. PROJECT MANAGEMENT
      4. 3. ANALYSIS OF SERIOUS GAMES FOR PROJECT MANAGEMENT
      5. 4. ANALYSIS OF A SERIOUS GAME APPLIED TO AN UNDER GRADUATION COURSE
      6. 5. RECOMMENDATIONS
    4. Chapter 35: The Use of a Business Simulation Game in a Management Course
      1. ABSTRACT
      2. INTRODUCTION
    5. Chapter 36: Serious Games for Exhibition Contexts
      1. ABSTRACT
      2. INTRODUCTION
      3. ENHANCING VISITORS’ EXPERIENCE
      4. HOW TO ACHIEVE LEARNING OBJECTIVES IN AN ATMOSPHERE OF INFORMAL LEARNING?
      5. EXAMPLES
      6. CONCLUSION
    6. Chapter 37: Brazilian Occupational Therapy Perspective about Digital Games as an Inclusive Resource to Disabled People in Schools
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: INCLUSIVE SCHOOL
      4. MAIN FOCUS OF THE CHAPTER: THE USE OF GAMES IN THE INCLUSIVE SCHOOL
      5. FUTURE RESEARCH
      6. CONCLUSION
    7. Chapter 38: The Three Dimensions of Flexibility in the GameTel Project
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND RELATED WORK
      4. THE GAMETEL PROJECT
      5. THE PoEML COMPUTATIONAL MODELING LANGUAGE
      6. ARCHITECTURE OF THE PLATFORM
      7. HOW THE ARCHITECTURE SUPPORTS FLEXIBILITY
      8. IMPLEMENTATION OF THE GAMETEL LEARNING MANAGEMENT SYSTEM
      9. USING THE GAMETEL LMS
      10. CONCLUSION
    8. Chapter 39: Using Games for Primary School
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING PHILOSOPHIES
      4. GAMES STRATEGIES
      5. LEARNING WITH GAMES
      6. EDUCATIONAL GAMES AND THE FLOW EXPERIENCE
      7. FUTURE RESEARCH DIRECTIONS
    9. Chapter 40: 21st Century Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. 21ST CENTURY LEARNING: SKILLS AND KNOWLEDGE
      4. SERIOUS GAMES IN THE CLASSROOMS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. APPENDIX A: BAD DATE LEARNER GUIDE
      8. APPENDIX B: BAD DATE GUIDE AND ANSWER KEY FOR INSTRUCTORS
    10. Chapter 41: Virtual Reality Simulations
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. VIRTUAL REALITY SIMULATION IN HEALTHCARE
      5. ISSUES, CONTROVERSIES, PROBLEMS
      6. SOLUTIONS AND RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    11. Chapter 42: Beyond the Technological Dimension of Edutainment
      1. ABSTRACT
      2. INTRODUCTION
      3. RESEARCH ON COMMERCIAL VIDEO GAMES
      4. RESEARCH INTO EDUTAINMENT AND SERIOUS GAMES
      5. RESEARCH ON CURRICULAR MATERIAL
      6. STRUCTURE OF THE ANALYSIS AND EVALUATION FRAMEWORK
      7. COMPONENTS OF THE EDUTAINMENT ANALYSIS AND EVALUATION FRAMEWORK
      8. GUIDELINES FOR USING THE FRAMEWORK
      9. FINAL REMARKS
    12. Chapter 43: Social Studies Education Game Development as an Undergraduate Immersive Learning Experience
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESIGN AND DEVELOPMENT OF MORGAN’S RAID
      5. EVALUATION
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    13. Chapter 44: Business Interactive Game Business Interactive Game (BIG)
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND
      4. 3. BIG STRUCTURE AND MECHANICS
      5. 4. FUTURE RESEARCH AND IMPLEMENTATIONS
      6. 5. CONCLUSION
    14. Chapter 45: Criteria of Development of Adaptive Didactic Games for People with Intellectual Disability
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND
      4. 3. MAIN FOCUS OF THE CHAPTER
      5. 4. FUTURE RESEARCH DIRECTIONS
      6. 5. CONCLUSION
    15. Chapter 46: Motivational and Cognitive Aspects of Applying Educational Games as a Learning Tool
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH CONDUCTED AND RESULTS
      5. CONCLUSION
    16. Chapter 47: The In-Depth Science of the Tic-Tac-Toe Game
      1. ABSTRACT
      2. INTRODUCTION
      3. THE VISION ISSUE
      4. THE GAME ALGORITHM
      5. THE RESULT
      6. FUTURE IMPROVEMENTS
      7. CONCLUSION
    17. Chapter 48: Exploring the Educational Power of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. WORK METHOD
      4. RESULTS
      5. CONCLUSION AND FUTURE PERSPECTIVES
    18. Chapter 49: Challenges of Serious Games for Improving Students’ Management Skills on Decision Making
      1. ABSTRACT
      2. INTRODUCTION
      3. IMPACT ON THE NEEDED COMPETENCIES OF ENGINEERS
      4. WHY USING SERIOUS GAMES
      5. EXPERIENCE OF USING GAMES
      6. THE IMPACT ON GAME DESIGN AND FUTURE RESEARCH TOPIC
      7. FUTURE RESEARCH DIRECTIONS
      8. DISCUSSION AND CONCLUSION
    19. Chapter 50: Stalin’s Dilemma
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESCRIPTION
      5. DESIGN ISSUES
      6. USAGE AND ASSESSMENT
      7. FUTURE DIRECTIONS
      8. CONCLUSION
    20. Chapter 51: Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    21. Chapter 52: Using Serious Games and Building Models
      1. ABSTRACT
      2. INTRODUCTION
      3. SERIOUS GAMES APPLIED TO MANAGEMENT TRAINING
      4. ANTECEDENTS OF THE USE OF SERIOUS GAMES FOR MANAGEMENT TRAINING
      5. USE OF A SERIOUS GAME COMPLEMENTED WITH MODELING: A PRACTICAL CASE
      6. MODELING AFTER THE SERIOUS GAME USE
      7. CONCLUSION
  12. Section 6: Applications in Research and Development
    1. Chapter 53: Human Computation
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CHALLENGES OF HUMAN COMPUTATION GAME DESIGN
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    2. Chapter 54: Employing Co-Design in the Video Game Design Process
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CO-DESIGN AND VIDEO GAMES
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
    3. Chapter 55: A Taxonomy and a Proposal for a Classification of Serious Games
      1. ABSTRACT
      2. INTRODUCTION
      3. 1.1 BACKGROUND: THEORETICAL PRINCIPLES
      4. CONCLUSION
    4. Chapter 56: Using an Agent-Based Behavior Modeling for Finding Humanitarian Relief Center Location in an Earthquake Zone
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND
      4. 3. PROPOSED MODEL DESCRIPTION
      5. 4. MODEL DEVELOPMENT
      6. 5. MODEL FORMULATION
      7. 6. EVALUATION THE MODEL USING AGENT-BASED BEHAVIOR AND SIMULATION
      8. 8. A CASE STUDY
      9. 9. FUTURE RESEARCH DIRECTIONS
      10. 10. CONCLUSION
  13. Section 7: Applications to Defense
    1. Chapter 57: Quantification of Game AI Performance for Junior Leadership Training in the Defence Domain
      1. ABSTRACT
      2. INTRODUCTION
      3. QUANTIFYING AI UTILITY TO SUPPORT JUNIOR LEADERSHIP TRAINING
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
    2. Chapter 58: The Use of Computer Games in Military Training by the British Army
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. APPENDIX – GAMES MENTIONED IN THE CHAPTER
    3. Chapter 59: The Use of Digital Games to Stimulate Behaviors
      1. ABSTRACT
      2. INTRODUCTION
      3. WHAT ARE SERIOUS GAMES?
      4. MILITARY EDUTAINMENT
      5. USES AND GRATIFICATIONS THEORY
      6. STUDY
      7. CONCLUSION
  14. Section 8: Applications to e-Health and Health Care
    1. Chapter 60: Games Improving Disorders of Attention Deficit and Hyperactivity
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES, TECHNOLOGICAL GAMES, AND SERIOUS GAMES
      4. ATTENTION DEFICIT HYPERACTIVITY DISORDER
      5. ATTENTION DEFICIT HYPERACTIVITY DISORDER AND SERIOUS GAMES
      6. GAMES IMPROVING DISORDERS OF ADHD
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    2. Chapter 61: An Overview on the Use of Serious Games in Physical Therapy and Rehabilitation
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES TECHNOLOGIES IN REHABILITATION
      4. GAMES TECHNOLOGIES IN REHABILITATION
      5. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
    3. Chapter 62: New Forms of Interaction in Serious Games for Rehabilitation
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NATURAL INTERFACES IN SERIOUS GAMES FOR REHABILITATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    4. Chapter 63: Interactive Games with Robotic and Augmented Reality Technology in Cognitive and Motor Rehabilitation
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. PILOT DESIGN
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
  15. Compilation of References
  16. About the Contributors