The International Journal of Serious Games has just published its latest issue http://journal.seriousgamessociety.org, a special issue dedicated to selected papers from the GALA conf 2016, managed by the guest editors Rosa Maria Bottino and Johan Jeuring. We invite you to review the Table of Contents here and then visit the journal website to review articles and items of interest.
The miscellany “Mixed Reality and Gamification for Cultural Heritage” edited by Marinos Ioannides, Nadia Magnenat-Thalmann and George Papagiannakis and published by Springer contains numerous papers on recent developments of enabling technologies and applications of virtual and augmented reality combined with gamification approaches for cultural heritage and creative industries.
The seven sections cover topics such as Museum Applications, Ambient Intelligence and Storytelling, Content and Re-Use and Digitization and Visualization.
Of particular interest for researchers and practitioners in the field of Serious Games and Gamification are the contributions “Multimodal Serious Games Technologies for Cultural Heritage” (Liarokapis, Petridis, Andrews, de Freitas), “Preservation and Gamification of Traditional Sports” (Tisserand et al.) and “Gamified AR/VR Character Rendering and Animation-Enabling Technologies (Papaefthymiou et al.).
The volume is available at https://link.springer.com/book/10.1007/978-3-319-49607-8.
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 – Bruno Bonnechère, Bart Jansen, Lubos Omelina, Victor Sholukha, Serge Van Sint Jan
Experience, Experiment, Evaluate: A Framework for Assessing Experiential Games – Nicholas Lytle, Mark Floryan, David Amin
Persuasive Gaming: Identifying the different types of persuasion through games – Teresa de la Hera Conde-Pumpido
Serious Games are a Serious Tool for Team Research – Michael D. Coovert, Jennifer Winner, Winston Bennett, David J. Howard
Flow experience in game based learning – a systematic literature review – Arttu Perttula, Kristian Kiili, Antero Lindstedt, Pauliina Tuomi
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 (DGBL) for various stages of
life, from childhood to late adulthood. State-of-the-art methodologies for age-specific game design, development and assessment are illustrated and case studies of DGBL across lifespan and generations is included.
The book is available via Springer. Have a good read
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.