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Serious Games and Virtual Reality for Education, Training and Health
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Author(s): Ronei Marcos de Moares (Laboratory of Technologies for Virtual Teaching and Statistics (LabTEVE), CCEN, Federal University of Paraíba, Brazil), Liliane S. Machado (Laboratory of Technologies for Virtual Teaching and Statistics (LabTEVE), CCEN, Federal University of Paraíba, Brazil,), Fátima de Lourdes dos Santos Nunes (University of São Paulo, Brazil)and Rosa Maria Esteves Moreira da Costa (Institute of Mathematics and Statistics – UERJ, Brazil)
Copyright: 2012
Pages: 22
Source title:
Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch017
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Abstract
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.
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