@inbook{6487e66553d24e81a50f8df0cbff11fc,
title = "Serious games and gaming",
abstract = "This chapter studies serious games, games for education and training. First, the nature of what makes a game is discussed and a distinction drawn between games and simulation. Games are considered at multiple levels. At one level, there are games which focus on developing a physical skill, such as learning to fly a plane or carry out a surgical procedure. At other levels are games which develop high-level social skills and gamification, the addition of game-like elements to add motivation. The progress in developing games for mathematics education is described, along with a general perspective on the state of evaluation of serious games.",
keywords = "Collateral learning, Culture, Play, Applied drama, Gamification, Simulation, lusory attitude, Affinity space, Role distance, Magic circle, Mantle of the expert, Quest-to-learn, AMP (Autonomy, Mastery Purpose), Complex systems, Relativity",
author = "Terence Bossomaier",
note = "Includes bibliographical references.",
year = "2015",
doi = "10.1007/978-94-017-9517-3_11",
language = "English",
isbn = "9789401795166",
series = "Mathematics education in the digital era",
publisher = "Springer-Verlag London Ltd.",
pages = "201--232",
editor = "Tom Lowrie and Robyn Jorgensen",
booktitle = "Digital games and mathematics learning",
address = "Germany",
edition = "1st",
}