Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA) and Sara de Freitas (Coventry University, UK)
Indexed In: PsycINFO®
Release Date: January, 2012|Copyright: © 2012 |Pages: 390
DOI: 10.4018/978-1-4666-0029-4
ISBN13: 9781466600294|ISBN10: 1466600292|EISBN13: 9781466600300
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Description & Coverage

Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality.

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.


The many academic areas covered in this publication include, but are not limited to:

  • Computer Gaming Scenarios
  • Computer-Generated Training Environments
  • Embodied Learning
  • Games for Knowledge Acquisition and Modeling
  • Immersive Educational Games
  • Interfaces for Game Interaction
  • Motion-Based Game Play
  • Play in Virtual Worlds
  • User Experience in Gaming
  • Virtual Space Design
Reviews and Testimonials

On the contrary, this tome was created to highlight the work that has emerged through a year-long snapshot of articles published in a leading, peer-reviewed journal. This chapter begins with a brief background about the journal (text that is found in our journal mission), and then provides an overview and summary of the 19 chapters in this book. The chapter concludes with some recommendations and goals for future research, policy, and practice.

– Richard E. Ferdig, Research Center for Educational Technology - Kent State University, USA and Sara de Freitas, Coventry University, UK
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Editor/Author Biographies
Richard E. Ferdig is the Summit Professor of Learning Technologies and Professor of Instructional Technology at Kent State University. He works within the Research Center for Educational Technology and also the School of Lifespan Development and Educational Sciences. He earned his Ph.D. in Educational Psychology from Michigan State University. He has served as researcher and instructor at Michigan State University, the University of Florida, the Wyzsza Szkola Pedagogiczna (Krakow, Poland), and the Università degli studi di Modena e Reggio Emilia (Italy). At Kent State University, his research, teaching, and service focus on combining cutting-edge technologies with current pedagogic theory to create innovative learning environments. His research interests include online education, educational games and simulations, and what he labels a deeper psychology of technology. In addition to publishing and presenting nationally and internationally, Ferdig has also been funded to study the impact of emerging technologies such as K-12 Virtual Schools. Rick is the Editor-in-Chief of the International Journal of Gaming and Computer Mediated Simulations, the Associate Editor-in-Chief of the Journal of Technology and Teacher Education, and currently serves as a Consulting Editor for the Development Editorial Board of Educational Technology Research and Development and on the Review Panel of the British Journal of Educational Technology.
Sara de Freitas is director of Research at the Serious Games Institute (SGI) – an international hub of excellence in the area of games, virtual worlds and interactive digital media for serious purposes, including education, health and business applications. Situated on the Technology Park at the University of Coventry, Sara leads an interdisciplinary and cross-university applied research group. Based as part of the largest commercial arm of any UK university, the SGI applied research group - with expertise in AI and games, visualization, mixed reality, augmented reality and location aware technologies – works closely with international industrial and academic research and development partners. Sara is currently working on the Technology Strategy Board-part-funded Serious Games – Engaging Training Solutions project developing three serious games demonstrators, and Chairs the UK Lab Group.
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Editorial Review Board
  • Sara de Freitas, Coventry University, UK
  • Daniela M. Romano, University of Sheffield, UK
  • David Williamson Shaffer, University of Wisconsin, USA
  • Michael Wagner, Danube University Krems, Austria
  • Mark J. P. Wolf, Concordia University Wisconsin, USA
  • Nick Yee, Palo Alto Research Center, USA