Table of Contents
Table of Contents
Preface
Chapter 1 – Creative Thinking in K-12 Education: Game Design and Development Curricula for Digital Literacies and 21st Century Learning (pp. 1-24)
Cesar C. Navarrete (Curriculum & Instruction in Learning Technologies, College of Education, University of Texas at Austin, Austin, TX, USA)
Chapter 2 – What Role do Metaphors Play in Game-Based Learning Processes? (pp. 25-56)
Thomas Duus Henriksen, Ph.D. (Associate Professor, PhD, Aalborg University, Denmark)
Chapter 3 – Illustrative, Iterative, Interdisciplinary and Design-Oriented Use of Learning Games in University Teaching (pp. 57-72)
Thomas Duus Henriksen, Ph.D. and Tine Rosenthal Johansen, Ph.D. (Aalborg University, Denmark, and others)
Chapter 4 – Four Categories of Design Challenges to Building Game-Based Businesses (pp. 73-86)
Thomas Duus Henriksen and Christian Harpelund (Aalborg University, Denmark, and others)
Chapter 5 – Integrating Learning Games in Higher Education – From Technical to Organisational Obstacles (pp. 87-96)
Steffen Löfvall and Thomas Duus Henriksen (Copenhagen Business School, Denmark, and others)
Chapter 6 – Bridging the Gap between Active Videogames and Motor Play: Structural Proposal about Shared Criteria for Active Videogames Classification (pp. 97-108)
Vicente Navarro and Carina González (Universidad de La Laguna, Spain)
Chapter 7 – Procedural Content Generation for Games Using Grammatical Evolution and Attribute Grammars (pp. 109-120)
James Vincent Patten and Conor Ryan (Biocomputing and Developmental Systems Research Group, Department of Computer Science and Information Systems, University of Limerick, Ireland)
Chapter 8 – The Relationship between Game Volatility, House Edge and Prize Structure of Gambling Games and What It Tells Us about Gambling Game Design (pp. 121-146)
Nigel E. Turner and Jing Shi (Centre for Addiction and Mental Health, Toronto, ON, Canda, and others)
Chapter 9 – A Gaming System for Shoulder Rehabilitation (pp. 147-168)
Chun-Ming Chang and Yen-Ching Chang (Department of Applied Informatics and Multimedia, Asia University, Taiwan, and others)
Chapter 10 – Analysis and Evaluation of Users’ Progress in Full-Body Interactive Games, and Implications on Level Design (pp. 169-190)
Mitja Koštomaj and Bojana Boh (Studio Distinkt, Celje, Slovenia, and others)
Chapter 11 – Visualising Human Movement: Analysing Users’ Physical Experiences to Evaluate Full-Body Interactive Games (pp. 191-212)
Mitja Koštomaj and Bojana Boh (Studio Distinkt, Muzejski trg, Celje, Slovenia, and others)
Index 213