International Journal of Serious Games Vol 4, 1 (2017)

We are glad to announce that the latest issue of the IJSG has just been published. It features five innovative papers on different aspects of the world of Serious Games that can be found here: IJSG Volume 4, Issue 1 (2017). Editorial – Alessandro De Gloria Patients’ follow-up using biomechanical analysis of rehabilitation exercises – […]
Literature News: Game-Based Learning Across the Lifespan

The new miscellany “Game-Based Learning Across the Lifespan” was published in early 2017 in the Springer series “Advances in Game-Based Learning” by the SGS-member Margarida Romero and K. Sawchuk, J. Blat, S. Sayago and H. Ouellet. It features nine articles that address the implications of age and game-based learning. The book examines digital game-based learning […]
DATAK, a game on the use of personal data

Radio Télèvision Suisse developed a serious game about an increasingly important issue: the protection of personal data. The game is available in English, German, French and Italian at https://www.datak.ch/and has the intention to raise awareness on data collection and on how our personal data can be used. It is aimed at anyone aged 15 or […]
The maturing of gamification research
Lennart E. Nacke and Sebastian Deterding edited a Special Issue of “Computers in Human Behavior” (in press) dedicated to the establishment of gamification research as cross-disciplinary field. The issue includes an analysis of this development with an outlook on the future of gamification research and ten significant articles on gamification of the past two years. http://www.sciencedirect.com/science/article/pii/S0747563216308111
UNESCO working paper on Serious Games for Peace Education and Conflict Resolution
The Mahatma Gandhi Institute of Education for Peace and Sustainable Development (UNESCO) published a working paper on the application of games for peace education and conflict resolution. The author, Paul Darvasi (York University), examined several example games that illustrate the potential of digital games for the work of peace and justice. The conclusions of the […]
