Serious Games and Virtual Reality for Education, Training and Health
Keyword(s):
Since the first electronic game produced in the 40s, a large market of entertainment games has been established. Since then, the main focus of games continues to be provide fun for users. However, Serious Games (SG) have been developed as a special class of games devoted to join fun activities with specific content. The multidisciplinary aspects necessary to the development of such applications is enhanced when they are devoted to training and education purposes. This chapter presents details of development of five serious games in which intelligent methodologies and/or virtual reality techniques were incorporated. The games include education for children and adults and training for professionals.
2018 ◽
Vol 4
(4)
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pp. 149-172
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Keyword(s):
2020 ◽
2021 ◽
Vol 65
(1)
◽
pp. 883-887
2019 ◽
Vol 79
(9-10)
◽
pp. 5501-5527
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2020 ◽
Vol 110
(07-08)
◽
pp. 572-575