Abstract
Designing computer games or adopting commercial off-the-shelf games to support learning and teaching has become a promising frontier of education, since games technology is inexpensive, widely available, fun and entertaining for people of all ages, especially for the generation that grow up in constant contact with digital media. As a subset of serious games, computer-based edutainment can be dated back to early 1960s and begins to flourish around 2002. In this chapter, we provide the reader an overview of the book with a perspective of future trends of serious games
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