Serious Games for Health Call for Chapters

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Maria Roussou

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Feb 27, 2011, 6:21:47 AM2/27/11
to Game-based Learning
CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: March 15, 2011
Serious Games for Healthcare: Applications and Implications

A book edited by
Dr. Sylvester Arnab and Dr. Ian Dunwell
Serious Games Institute, Coventry University, UK
Dr. Kurt Debattista
International Digital Lab, University of Warwick, UK

To be published by IGI Global:
http://www.igi-global.com/authorseditors/authoreditorresources/callforbookchapters/callforchapterdetails.aspx?callforcontentid=74a4f4cf-ccd0-4bb4-83f4-948fecec03c8
Introduction
With advances in technologies and revolutions in patient, trainee, and
public expectations, the global healthcare sector is increasingly
turning to serious games to solve problems. Developed using computer
game technologies more often associated with entertainment, serious
games provide a platform for combining high-fidelity graphics and
sound with engaging content, novel interfaces, and serious purpose.
Though serious games are employed in a range of diverse areas such as
e-Learning, defense, marketing, and training, healthcare is rapidly
emerging as a leading area for their use.
Across the healthcare sector, there is growing interest in improving
and sustaining interaction and engagement using these technologies.
Current trends in serious game research and development for healthcare
focus on professional training, improving therapeutic outcomes for
patients, and promoting awareness of health-related issues to a
broader public. Game environments provide a safe and controlled
setting within which players can learn in an engaging way, whether
exploring new clinical techniques, undergoing rehabilitative
activities, or being exposed to health-related issues.
Serious games capitalize on their ability to reach target audiences
who are already engaging with interactive, rich graphic games
recreationally, allowing them to convey instructional outcomes to
audiences more resistant to more formal methods. Novel approaches to
game development can potentially enhance learning, engagement and
treatment outcomes, though much research is needed to provide the
methodologies, frameworks, and development approaches necessary to
ensure efficacy.
Objective of the Book
This book introduces the development and application of game
technologies for health-related serious games. Furthermore, it
provides cutting edge research from academia and industry, informing
readers about the current and future advances in the area.
Encapsulating the knowledge of commercial and noncommercial
researchers,
developers, and practitioners in a single volume benefits not only the
research and development community within the field, but also serves
public health interests by improving awareness and outcomes. This book
describes key trends, summarizes existing work, and shares both
success stories and critiques,, which will be highly beneficial as a
state-of-the-art reference for current practitioners, and serve to
encourage potential adopters.
Target Audience
The primary audience of this book is composed of innovative
professionals and researchers in healthcare. It includes academic and
industrial researchers, game professionals/developers, and health and
social services professionals who wish to understand designing,
developing and deploying video game technology in healthcare settings,
as well as the trends and commercial potential of such an innovative
approach.
Recommended topics include, but are not limited to, the following:
Topic 1: Key trends of serious games for health Roles and impact of
Serious Games in health Training in the health sector (Clinical,
Service and Management training) Games for therapy (counseling,
psychotherapy, etc.) Games for Rehabilitation (disability, injury, age
related illness, obesity etc.) Exergaming Games for awareness (game-
based public health initiatives, treatment adherence, infection
control, etc.) Use of off-the-shelf games for healthcare purposes
Topic 2: Design and Development Design methodologies and frameworks
Development approaches and case studies Deployment strategies and
technology acceptance Assessment and evaluation techniques
Topic 3: Future trends of serious games for health Biofeedback and
novel interfaces Future deployment of games for health Multimodal
platforms Other relevant topics

Submission Procedure
Researchers and practitioners are invited to submit on or before March
15, 2011, a 1-2 page chapter proposal clearly explaining the mission
and concerns of his or her proposed chapter. Authors of accepted
proposals will be notified by April 15, 2011 about the status of their
proposals and sent chapter guidelines. Full chapters are expected to
be submitted by August 15, 2011. All submitted chapters will be
reviewed on a double-blind review basis. Contributors may also be
requested to serve as reviewers for this project.

Publisher
This book is scheduled to be published by IGI Global (formerly Idea
Group Inc.), publisher of the “Information Science
Reference” (formerly Idea Group Reference), “Medical
Information Science Reference,” “Business Science Reference,” and
“Engineering Science Reference” imprints.
For additional information regarding the publisher, please visit
www.igi-global.com. This publication is anticipated to be released in
2012.

Important Dates
March 15, 2011: Proposal Submission Deadline
April 15, 2011: Notification of Acceptance
August 15, 2011: Full Chapter Submission
October 15, 2011: Review Results Returned
November 15, 2011: Final Chapter Submission
December 15, 2011: Final Deadline
Inquiries and submissions can be forwarded electronically (Word
document) or by mail to:
Dr. Sylvester Arnab
Serious Games Institute
Coventry University
CV1 2TL, UK
Tel.: +44(0)24 7615 8205
E-mail: s.a...@coventry.ac.uk

Sly

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Mar 26, 2011, 6:42:19 PM3/26/11
to Game-based Learning
The submission deadline for proposals has been extended to 15th April
2011.

Best wishes,
Dr. Sylvester Arnab

On Feb 27, 11:21 am, Maria Roussou <mrous...@acm.org> wrote:
> CALL FOR CHAPTER PROPOSALS
> Proposal Submission Deadline: March 15, 2011
> Serious Games for Healthcare: Applications and Implications
>
> A book edited by
> Dr. Sylvester Arnab and Dr. Ian Dunwell
> Serious Games Institute, Coventry University, UK
> Dr. Kurt Debattista
> International Digital Lab, University of Warwick, UK
>
> To be published by IGI Global:http://www.igi-global.com/authorseditors/authoreditorresources/callfo...
> For additional information regarding the publisher, please visitwww.igi-global.com. This publication is anticipated to be released in
> 2012.
>
> Important Dates
> March 15, 2011: Proposal Submission Deadline
> April 15, 2011: Notification of Acceptance
> August 15, 2011: Full Chapter Submission
> October 15, 2011: Review Results Returned
> November 15, 2011: Final Chapter Submission
> December 15, 2011: Final Deadline
> Inquiries and submissions can be forwarded electronically (Word
> document) or by mail to:
> Dr. Sylvester Arnab
> Serious Games Institute
> Coventry University
> CV1 2TL, UK
> Tel.: +44(0)24 7615 8205
> E-mail: s.ar...@coventry.ac.uk
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