CfP: Springer book Serious Games and Edutainment Applications 2

Over the past two decades game technologies have been experiencing explosive growth and widespread applications in education and professional training. Many studies have identified the benefits of using serious games and gamification in a variety of edutainment applications. Following the big success of Serious Games and Edutainment Applications published in 2011, which has been heavily downloaded (over 28k downloads) and very well cited, the second volume offers an insightful introduction to the recent development and applications of video games technologies including virtual and augmented reality in educational settings, with cutting edge academic research and industry updates which will inform readers current and future advances in the area.

Call for Chapters

Serious Games and Edutainment Applications 2

Publisher: Springer-Verlag, UK

Editors

Prof. Minhua Ma, University of Huddersfield, UK

Dr. Andreas Oikonomou, Nottingham Trent University, UK

Prof. Lakhmi Jain, University of South Australia, Australia

Book Description

This book is suitable for researchers, postgraduate students, educators who are interested in using serious games for training and educational purposes, and software developers who are trying to gain a thorough understanding of issues of applying gaming technology into training and educational settings and share their experience in design, development, and adapting games for education and training purposes.

Recommended Topics include, but are not limited to the following:

  • Game-based learning (educational and psychological grounds for teaching and learning with games. Incorporate insights from cognitive science, child development, and other education-related fields)
  • Use of off-the-shelf games in education
  • Custom-made games in all levels of education, in any subject area, and for learners with special educational needs
  • Exploratory learning in single player games
  • Social learning in multiplayer games
  • Case studies and underlying pedagogy
  •       Processes (selecting a commercial game, planning a lesson in the classroom, ensuring learning outcomes, assessment, technical considerations, etc.)
  • Edutainment games on various platforms and genre, flash games, 3D games, online games, mobile apps, location-based games, etc.
  • HCI in edutainment applications: Virtual Reality, Augmented Reality
  • Designing serious games for learning
  • Video games and learning theory
  • Game design principles for educational games
  • Game genres and education
  • Developing serious games for learning (game middleware, framework for educational games)
  • Advantages and issues of using games in the classroom
  •         Intelligent agents, game AI, and NPC in edutainment applications
  •          Input and interaction technologies in educational settings
  • Future trends of serious games in education

 

Editing & Development Process

All chapters must be original, of high quality and of approximately 15-25 pages in length at the publication stage. All submissions will be refereed through a double-blind peer review process.

 

Submitted chapters should not have been previously published nor be currently under consideration for publication elsewhere. Papers which have appeared previously in conference proceedings or journals may be submitted to this book, only if they are substantially revised or improved from their earlier versions with at least 50% new material, results, or insights and there is acknowledgement of the previously published work.

 

Publishing Schedule

Chapter proposal due: 18 Nov 2015

Authors are invited to submit a summary (*one page*) of their proposed chapters as well as 5 lines short bio of each author for the possible inclusion in the book. Submission and peer review will be managed through EasyChair. Please submit your chapter proposal online at https://easychair.org/conferences/?conf=sgedu2016  

 

Acceptance/Rejection of proposals:  6 Jan 2016

Manuscript due: 18 April 2016

Review feedback due and acceptance/rejection of full chapters: 24 June 2016

Revised chapter due: 31 July 2016

Manuscript delivery to the publisher: 30 Sep 2016

 

  • Proposals on all relevant topics are invited.
  • Co-authored chapters are welcome.
  • We will be pleased to offer one complimentary copy to the corresponding author of each chapter as a token of appreciation.

 

Editorial team contact

 

Professor Minhua Ma
Professor of Digital Media and Games, Art, Design and Architecture, University of Huddersfield, UK

 

m.ma@hud.ac.uk

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