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Application of Serious Games in Industrial Contexts

Application of Serious Games in Industrial Contexts

Heiko Duin, Jannicke Baalsrud Hauge, Felix Hunecker, Klaus-Dieter Thoben
ISBN13: 9781609605674|ISBN10: 1609605675|EISBN13: 9781609605681
DOI: 10.4018/978-1-60960-567-4.ch020
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MLA

Duin, Heiko, et al. "Application of Serious Games in Industrial Contexts." Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments, edited by Maria Manuela Cruz-Cunha, et al., IGI Global, 2011, pp. 331-347. https://doi.org/10.4018/978-1-60960-567-4.ch020

APA

Duin, H., Hauge, J. B., Hunecker, F., & Thoben, K. (2011). Application of Serious Games in Industrial Contexts. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.), Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 331-347). IGI Global. https://doi.org/10.4018/978-1-60960-567-4.ch020

Chicago

Duin, Heiko, et al. "Application of Serious Games in Industrial Contexts." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments, edited by Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho, and Paula Tavares, 331-347. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-567-4.ch020

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Abstract

This chapter describes application areas for serious games in the context of such CNOs. A classification scheme for serious games has been developed based on two different approaches: one based on a process framework, the other one based on a game genome approach. Both are applied on a number of known serious games with the objective to identify uncovered areas and gaps. These gaps represent new opportunities for the application of serious games which has not yet been realised.

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