Serious Games
Master's degree programme Leadership in Open Education (second cycle) / School of Engineering and Management
Basic:
- Mougard, N. (2019). Fundamentals of Serious Games. In B. Akhgar (Ed.), Serious Games for Enhancing Law Enforcement and Emergency Management (pp. 17–35). Springer. https://doi.org/10.1007/978-3-030-29926-2_2
- Schrader, C. (2023). Serious Games and Game-Based Learning. In: Zawacki-Richter, O., Jung, I. (eds) Handbook of Open, Distance and Digital Education. Springer, Singapore. https://doi.org/10.1007/978-981-19-2080-6_74 E-gradivo
- Liberona, D., Ahn, S., Lohiniva, M., Garate, P., Rojas, C. (2021). Serious Games Usage in Higher Education, Experiences and Guidelines. In Uden, L., Liberona, D. (eds) Learning Technology for Education Challenges. LTEC 2021. Communications in Computer and Information Science, vol 1428. Springer, Cham. https://doi.org/10.1007/978-3-030-81350-5_12
- Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019, 1–8. https://doi.org/10.1155/2019/4797032 E-version
- Alvarez, J., Irrmann, O., Djaouti, D., Taly, A., Rampnoux, O., & Sauvé, L. (2019). Design games and game design: Relations between design, codesign and serious games in adult education. In S. Leleu‐Merviel, D. Schmitt, & P. Useille (Eds.), From UXD to LivXD (1.a ed., pp. 229–253). Wiley. https://doi.org/10.1002/9781119612254.ch11
- Maxim, R. I., & Arnedo-Moreno, J. (2025). Identifying key principles and commonalities in digital serious game design frameworks: Scoping review. JMIR Serious Games, 13, e54075. https://doi.org/10.2196/54075 E-version
- Kalmpourtzis, G., & Romero, M. (2020). Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education. International Journal of Serious Games, 7(4), 75–88. https://doi.org/10.17083/ijsg.v7i4.361 E-version
- Shum, L.C., Rosunally, Y., Scarle, S. et al. Personalised Learning through Context-Based Adaptation in the Serious Games with Gating Mechanism. Educ Inf Technol 28, 13077–13108 (2023). https://doi.org/10.1007/s10639-023-11695-8 E-version
- Van Rozen, R. (2025). Live game design: Prototyping at the speed of play. Proceedings of the 20th International Conference on the Foundations of Digital Games, 1–12. https://doi.org/10.1145/3723498.3723726 E-version
- Silva, F. G. M. (2020). Practical Methodology for the Design of Educational Serious Games. Information, 11(1), 14. https://doi.org/10.3390/info11010014 E-version
- McCall, R., Baillie, L. (2017). Ethics, Privacy, and Trust in Serious Games. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_37
- Mitsea, E., Drigas, A., & Skianis, C. (2025). A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training. Electronics, 14(4), 649. https://doi.org/10.3390/electronics14040649 E-version
Additional:
- Bates, T. (2022). Teaching in a Digital Age: Guidelines for Designing Teaching and Learning. BCcampus. E-version
- Dimitra, K., Konstantinos, K., Christina, Z., & Katerina, T. (2020). Types of Game-Based Learning in Education: A brief state of the art and the implementation in Greece. The European Educational Researcher, 3(2), 87-100. https://doi.org/10.31757/euer.324 E-version
- Dimitriadou, A., Djafarova, N., Turetken, O., Verkuyl, M., & Ferworn, A. (2021). Challenges in serious game design and development: Educators’ experiences. Simulation & Gaming, 52(2), 132–152. https://doi.org/10.1177/1046878120944197
- Contreras-Espinosa, R. S., & Gómez, J. L. E. (2020). How the use of game elements in education affects student engagement during game-based learning activities. Journal of Information Technology Research (JITR), 13(1), 138-148. https://doi.org/10.4018/JITR.2021010108
- Carrión-Toro, M., Santorum, M., Acosta-Vargas, P., Aguilar, J., & Pérez, M. (2020). Iplus a user-centered methodology for serious games design. Applied Sciences, 10(24), 9007. https://doi.org/10.3390/app10249007 E-version
- Moon, J., Lee, U., Koh, J. et al. Generative Artificial Intelligence in Educational Game Design: Nuanced Challenges, Design Implications, and Future Research. Tech Know Learn 30, 447–459 (2025). https://doi.org/10.1007/s10758-024-09756-z E-version