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  • Editorial
  • Open Access
22 Citations
5,617 Views
7 Pages

5 December 2019

In this editorial, the authors (and guest editors) introduce the Special Issue titled Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems. The authors take another loo...

(This article belongs to the Special Issue Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems)
  • Article
  • Open Access
80 Citations
17,218 Views
13 Pages

24 December 2019

Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games...

(This article belongs to the Special Issue Advances in Mobile Gaming and Games-based Leaning)
  • Review
  • Open Access
5 Citations
4,282 Views
25 Pages

Digital Serious Games for Undergraduate Nursing Education: A Review of Serious Games Key Design Characteristics and Gamification Elements

  • Vasiliki Eirini Chatzea,
  • Ilias Logothetis,
  • Michail Kalogiannakis,
  • Michael Rovithis and
  • Nikolas Vidakis

9 October 2025

Serious games in nursing education provide students with unique opportunities to increase knowledge and enhance decision-making and problem-solving skills. Hence, serious games from simple quizzes that test students’ knowledge to Virtual Realit...

(This article belongs to the Section Information Processes)
  • Article
  • Open Access
16 Citations
9,514 Views
21 Pages

Conceptual Approach to the Pedagogy of Serious Games

  • María Rosa Fernández-Sánchez,
  • Alberto González-Fernández and
  • Jesús Acevedo-Borrega

17 February 2023

The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an ac...

(This article belongs to the Special Issue Artificial Intelligence and Games Science in Education)
  • Article
  • Open Access
15 Citations
5,363 Views
15 Pages

18 January 2024

Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning approaches such as...

(This article belongs to the Topic Simulations and Applications of Augmented and Virtual Reality)
  • Article
  • Open Access
31 Citations
8,164 Views
13 Pages

Towards an Iterative Design for Serious Games

  • Sergio J. Viudes-Carbonell,
  • Francisco J. Gallego-Durán,
  • Faraón Llorens-Largo and
  • Rafael Molina-Carmona

17 March 2021

The design and development of Serious Games is a complex task, including a considerable risk of failure. Many attempts end up in non-fun, non-engaging games that fail to meet the purpose of improving education. Many different proposals have been publ...

(This article belongs to the Special Issue Design Methodology for Educational Games)
  • Article
  • Open Access
13 Citations
4,141 Views
21 Pages

Proteo: A Framework for Serious Games in Telerehabilitation

  • Giuseppe Bernava,
  • Andrea Nucita,
  • Giancarlo Iannizzotto,
  • Tindara Caprì and
  • Rosa Angela Fabio

25 June 2021

Within the context of telerehabilitation, serious games have a significant role, but creating software for serious games is resource demanding. We present Proteo, a modular and open-source framework for developing serious games from scratch. We also...

(This article belongs to the Special Issue Tele-Rehabilitation Robotics)
  • Article
  • Open Access
20 Citations
7,773 Views
17 Pages

Designing Multiplayer Serious Games with Science Content

  • Varvara Garneli,
  • Konstantinos Patiniotis and
  • Konstantinos Chorianopoulos

Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content nee...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Article
  • Open Access
32 Citations
7,915 Views
15 Pages

Combined Method for Evaluating Accessibility in Serious Games

  • Luis Salvador-Ullauri,
  • Patricia Acosta-Vargas,
  • Mario Gonzalez and
  • Sergio Luján-Mora

11 September 2020

Nowadays, one of the learning resources in the educational area are serious games, also called training games; they are games designed with a different purpose than fun, whose main objective is to reinforce the new concepts more creatively. However,...

(This article belongs to the Collection Human Factors in the Digital Society)
  • Article
  • Open Access
25 Citations
6,887 Views
30 Pages

Adaptive Rehabilitation Bots in Serious Games

  • Imad Afyouni,
  • Abdullah Murad and
  • Anas Einea

9 December 2020

In recent years, we have witnessed a growing adoption of serious games in telerehabilitation by taking advantage of advanced multimedia technologies such as motion capture and virtual reality devices. Current serious game solutions for telerehabilita...

(This article belongs to the Special Issue Sensor Systems for Gesture Recognition)
  • Article
  • Open Access
21 Citations
9,118 Views
17 Pages

An Approach to Accessible Serious Games for People with Dyslexia

  • Angel Jaramillo-Alcázar,
  • Eduardo Venegas,
  • Santiago Criollo-C and
  • Sergio Luján-Mora

26 February 2021

Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting the correct learning of a large percentage of the population worldwide. In fact, incorrect learning is caused because the educationa...

(This article belongs to the Section Sustainable Education and Approaches)
  • Systematic Review
  • Open Access
7 Citations
4,684 Views
16 Pages

Integration Between Serious Games and EEG Signals: A Systematic Review

  • Julian Patiño,
  • Isabel Vega,
  • Miguel A. Becerra,
  • Eduardo Duque-Grisales and
  • Lina Jimenez

13 February 2025

A serious game combines concepts, principles, and methods of game design with information and communication technologies for the achievement of a given goal beyond entertainment. Serious game studies have been reported under a brain–computer in...

(This article belongs to the Section Computing and Artificial Intelligence)
  • Review
  • Open Access
245 Citations
38,813 Views
31 Pages

Serious Games and Gamification in Healthcare: A Meta-Review

  • Robertas Damaševičius,
  • Rytis Maskeliūnas and
  • Tomas Blažauskas

7 February 2023

A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage...

(This article belongs to the Special Issue Cloud Gamification 2021 & 2022)
  • Article
  • Open Access
14 Citations
4,554 Views
29 Pages

Training and Certification of Competences through Serious Games

  • Ricardo Baptista,
  • António Coelho and
  • Carlos Vaz de Carvalho

15 August 2024

The potential of digital games, when transformed into Serious Games (SGs), Games for Learning (GLs), or game-based learning (GBL), is truly inspiring. These forms of games hold immense potential as effective learning tools as they have a unique abili...

(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games 2023)
  • Article
  • Open Access
12 Citations
4,453 Views
16 Pages

3 December 2022

This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects aff...

(This article belongs to the Special Issue eXtended Reality for Social Inclusion and Educational Purpose)
  • Review
  • Open Access
2,774 Views
56 Pages

This scoping review investigates the use of fuzzy logic in serious games. Articles were searched in nine databases: ACM Digital Library, IEEE Xplore, IOPscience, MDPI, PubMed, ScienceDirect, Springer, Wiley, and Web of Science. The search retrieved 4...

(This article belongs to the Special Issue Disruptive Technologies: Big Data, AI, IoT, Games, and Mixed Reality)
  • Article
  • Open Access
2 Citations
3,233 Views
23 Pages

Model for Semi-Automatic Serious Games Generation

  • Pedro Omar Silva-Vásquez,
  • Viviana Yarel Rosales-Morales,
  • Edgard Benítez-Guerrero,
  • Giner Alor-Hernández,
  • Carmen Mezura-Godoy and
  • Luis Gerardo Montané-Jiménez

20 April 2023

Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students’ knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development p...

(This article belongs to the Special Issue Novel Approaches and Technologies for Software Engineering and IT Management)
  • Article
  • Open Access
32 Citations
12,287 Views
25 Pages

A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model

  • Kim Martinez,
  • María Isabel Menéndez-Menéndez and
  • Andres Bustillo

19 November 2022

Serious games have to meet certain characteristics relating to gameplay and educational content to be effective as educational tools. There are some models that evaluate these aspects, but they usually lack a good balance between both ludic and learn...

(This article belongs to the Special Issue New Challenges in Serious Game Design)
  • Article
  • Open Access
2 Citations
4,407 Views
20 Pages

A Comparison between Online Quizzes and Serious Games: The Case of Friend Me

  • Lampros Karavidas,
  • Georgina Skraparli and
  • Thrasyvoulos Tsiatsos

23 February 2024

The rapid changes in digital technology have had a substantial influence on education, resulting in the development of learning technologies (LTs) such as multimedia, computer-based training, intelligent tutoring systems, serious games, social media,...

(This article belongs to the Special Issue Recent Advances in Computer-Assisted Learning)
  • Article
  • Open Access
48 Citations
8,272 Views
33 Pages

iPlus a User-Centered Methodology for Serious Games Design

  • Mayra Carrión-Toro,
  • Marco Santorum,
  • Patricia Acosta-Vargas,
  • Jose Aguilar and
  • María Pérez

17 December 2020

Standard video games are applications whose development process often follows a traditional software methodology. Serious Games (SGs) are a tool with an immensely positive impact and great success. SGs enable learning and provide entertainment and se...

(This article belongs to the Collection The Application and Development of E-learning)
  • Entry
  • Open Access
2,967 Views
10 Pages

Serious video games are digital games designed for purposes beyond entertainment, typically to support education, training, health interventions, or behaviour change. They combine game mechanics with psychological and pedagogical principles, such as...

(This article belongs to the Collection Encyclopedia of Digital Society, Industry 5.0 and Smart City)
  • Review
  • Open Access
34 Citations
7,279 Views
15 Pages

Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature

  • Kawin Sipiyaruk,
  • Stylianos Hatzipanagos,
  • Patricia A. Reynolds and
  • Jennifer E. Gallagher

The COVID-19 pandemic has forced faculties including dental schools into a ‘new normal’, where the adoption of remote or distance learning is required to minimise the risk of infection. Synchronous learning historically was favoured due to the percei...

(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games)
  • Review
  • Open Access
35 Citations
9,386 Views
25 Pages

Web-Based Serious Games and Accessibility: A Systematic Literature Review

  • Luis Salvador-Ullauri,
  • Patricia Acosta-Vargas and
  • Sergio Luján-Mora

6 November 2020

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities i...

(This article belongs to the Collection Human Factors in the Digital Society)
  • Article
  • Open Access
15 Citations
5,595 Views
15 Pages

Use of Haptics to Promote Learning Outcomes in Serious Games

  • Bob-Antoine J. Menelas and
  • Rabah Syphax Benaoudia

Integration of haptics in Serious Games (SGs) remains limited compared to vision and audio. Many works seem to limit haptic interactions to the mimicking of real life feelings. Here, we address this by investigating the use of haptics to promote lear...

  • Review
  • Open Access
893 Views
21 Pages

This study examines recent research trends in the use of serious games for science education through a bibliometric analysis of 340 articles and a qualitative content analysis of 56 studies published between 2020 and 2025 in the Web of Science Core C...

(This article belongs to the Special Issue STEAM Literacy and Computational Thinking in the Digital Era)
  • Article
  • Open Access
12 Citations
3,834 Views
20 Pages

Spectral Analysis of Electroencephalographic Data in Serious Games

  • Branko Babusiak,
  • Marian Hostovecky,
  • Maros Smondrk and
  • Ladislav Huraj

10 March 2021

In this paper, we describe an investigation of brain activity while playing a serious game (SG). A SG is focused on improving logical thinking, specifically on cognitive training of students in the field of basic logic gates, and we summarize SG desc...

(This article belongs to the Special Issue Advanced Technologies in Lifelong Learning)
  • Review
  • Open Access
22 Citations
13,942 Views
29 Pages

Computational thinking and problem-solving skills have become vital for students to develop. Digital games and serious games are increasingly being used in educational settings and present great potential to aid students’ learning. This study a...

(This article belongs to the Collection Review Papers Collection for Advanced Technologies)
  • Article
  • Open Access
1 Citations
3,704 Views
31 Pages

E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ ans...

  • Article
  • Open Access
24 Citations
5,213 Views
20 Pages

21 January 2022

The immune system of human beings plays a pivotal role in guarding against different types of diseases. During the COVID-19 pandemic, people with weak immune systems were more likely to die. Regular physical activities and healthy food intake can sig...

(This article belongs to the Section Internet of Things)
  • Review
  • Open Access
27 Citations
8,719 Views
12 Pages

The digital transformation associated with the Fourth Industrial Revolution is having an impact on the way we teach. Under the term Education 4.0, new teaching methods, new technologies, as well as a student-centered approach, are expected to be used...

(This article belongs to the Section Higher Education)
  • Article
  • Open Access
12 Citations
5,167 Views
20 Pages

Engaging Children in Story Co-Creation for Effective Serious Games

  • Zeno Menestrina,
  • Angela Pasqualotto,
  • Adriano Siesser,
  • Paola Venuti and
  • Antonella De Angeli

16 September 2021

Despite a growing interest in player-centred methods for serious games, little is known on how to achieve this goal in practice when prospective users are children. Foundational questions remain unanswered, such as to which design dimensions children...

(This article belongs to the Special Issue Design Methodology for Educational Games)
  • Concept Paper
  • Open Access
84 Citations
20,543 Views
15 Pages

31 January 2019

The use of serious games in the governance of natural resources and the environment is progressively increasing and includes games used for research and data collection, teaching and training, and fostering a change of practices. However, this divers...

(This article belongs to the Special Issue Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems)
  • Article
  • Open Access

28 September 2026

Serious games offer a pedagogical alternative to mitigate the generational disconnect and demotivation in higher education. However, empirical research often evaluates single game interventions, leaving a gap in understanding general student percepti...

(This article belongs to the Special Issue Play, Learn, Adapt: The Evolution of Flexible and Gamified Education)
  • Article
  • Open Access
31 Citations
11,170 Views
18 Pages

12 November 2012

Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these re...

(This article belongs to the Special Issue Ubiquitous Sensing)
  • Review
  • Open Access
3 Citations
1,398 Views
22 Pages

Sustainability in the Built Environment Reflected in Serious Games: A Systematic Narrative Literature Review

  • Burcu Olgen,
  • Morteza Hazbei,
  • Negarsadat Rahimi,
  • Hadise Rasoulian and
  • Carmela Cucuzzella

12 December 2025

The increasing complexity of the built environment—encompassing three-dimensional spatial dynamics, environmental footprints, and socio-cultural dimensions—necessitates innovative educational tools. Serious games have emerged as immersive...

(This article belongs to the Special Issue Emerging Approaches, Innovation and Sustainability in Higher Education Teaching and Learning)
  • Article
  • Open Access
1 Citations
4,943 Views
34 Pages

Addressing human trafficking is crucial due to its severe impact on human rights, dignity, and well-being. Serious games refer to digital games that are designed to entertain while also accomplishing at least one additional objective, such as learnin...

  • Feature Paper
  • Article
  • Open Access
19 Citations
8,320 Views
16 Pages

Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment

  • David Kristan,
  • Pedro Bessa,
  • Ricardo Costa and
  • Carlos Vaz de Carvalho

14 March 2020

Competition is a basic element of our society. It drives us to rise above previously perceived limitations, increases our engagement and makes the world more interesting. Competition rewards our existing skills and prompts us to identify and improve...

(This article belongs to the Special Issue Advances in Mobile Gaming and Games-based Leaning)
  • Article
  • Open Access
15 Citations
9,318 Views
22 Pages

A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study

  • Angel Jaramillo-Alcázar,
  • Paz Cortez-Silva,
  • Marco Galarza-Castillo and
  • Sergio Luján-Mora

17 November 2020

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only...

(This article belongs to the Special Issue Smart Educational Games and Gamification Systems in Online Learning Environments)
  • Article
  • Open Access
5 Citations
5,266 Views
17 Pages

Development of Serious Games for the Rehabilitation of the Human Vertebral Spine for Home Care

  • Rogério Sales Gonçalves,
  • Rodrigo Alves Prado,
  • Guênia Mara Vieira Ladeira and
  • Andréa Licre Pessina Gasparini

12 April 2023

With the occurrence of pandemics, such as COVID-19, which lead to social isolation, there is a need for home rehabilitation procedures without the direct supervision of health professionals. The great difficulty of treatment at home is the cost of th...

(This article belongs to the Special Issue Service Robotics against COVID-2019 Pandemic)
  • Article
  • Open Access
77 Citations
20,989 Views
12 Pages

Serious Games and Their Effect Improving Attention in Students with Learning Disabilities

  • Patricia García-Redondo,
  • Trinidad García,
  • Débora Areces,
  • José Carlos Núñez and
  • Celestino Rodríguez

Previous studies have shown the positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities. This study analyzes the effects on attention of a se...

(This article belongs to the Section Children's Health)
  • Review
  • Open Access
8 Citations
3,836 Views
14 Pages

Are Serious Games an Effective Teaching Tool in Anatomy Education? A Systematic Review

  • Tariq Al Habsi,
  • Hashim Alibrahim,
  • Adhari Al Zaabi,
  • Sreenivasulu Reddy Mogali,
  • Tan Jun Wen,
  • Mickael Joseph,
  • Eiman Al-Ajmi and
  • Srinivasa Rao Sirasanagandla

25 February 2025

Background: Human anatomy is a crucial component of medical curricula, requiring innovative methods to enhance students’ learning outcomes. Recently, various technology-based methods have emerged to address the limitations of traditional anatom...

(This article belongs to the Special Issue Technology Enhanced and Mobile Learning: Innovations and Applications)
  • Article
  • Open Access
1,965 Views
13 Pages

The COVID-19 pandemic introduced new challenges for the Galleries, Libraries, Archives, and Museums (GLAM) sector, including drastically reduced visitation, constrained funding, and pressure to increase the amount and richness of digital rather than...

(This article belongs to the Section Digital Heritage)
  • Systematic Review
  • Open Access
4 Citations
3,759 Views
24 Pages

Dynamic Difficulty Adjustment in Serious Games: A Literature Review

  • Lucia Víteková,
  • Christian Eichhorn,
  • Johanna Pirker and
  • David A. Plecher

17 January 2026

This systematic literature review analyzes the role of dynamic difficulty adaptation (DDA) in serious games (SGs) to provide an overview of current trends and identify research gaps. The purpose of the study is to contextualize how DDA is being emplo...

(This article belongs to the Section Information Processes)
  • Review
  • Open Access
5 Citations
13,133 Views
19 Pages

6 December 2024

Mnemonics hold potential for promoting long-term memory. Hence, they are being leveraged in serious games aimed to support long-term retention and retrieval of information. However, there is limited work focused on synthesizing the published research...

(This article belongs to the Special Issue Advanced Technologies for User-Centered Design and User Experience)
  • Article
  • Open Access
8 Citations
4,422 Views
31 Pages

Rethinking Usability in Serious Games: Designing an Instrument That Evaluates What Really Matters in Learning Contexts

  • Mayra Carrión-Toro,
  • David Morales-Martínez,
  • Marco Santórum,
  • Luis Bernal,
  • Julian Galindo,
  • Jose Aguilar and
  • Patricia Acosta-Vargas

15 September 2025

Serious games are increasingly recognized as valuable tools in educational settings due to their capacity to enhance learning through engaging and interactive experiences. However, existing usability evaluation instruments often fail to account for t...

(This article belongs to the Special Issue Emerging Technologies of Human-Computer Interaction)
  • Article
  • Open Access
9 Citations
5,247 Views
13 Pages

Serious Games and Mathematical Fluency: A Study from the Gender Perspective in Primary Education

  • Fernando Fraga-Varela,
  • Esther Vila-Couñago and
  • Ana Rodríguez-Groba

9 June 2021

In recent years, serious games offer great opportunities for learning processes at schools. However, it is unclear whether this type of proposals can offer differentiated answers among the students according to their gender. In this context, the aim...

(This article belongs to the Special Issue Games and Learning: Actions for Quality Education as a Sustainable Development Goal)
  • Review
  • Open Access
13 Citations
3,253 Views
22 Pages

14 August 2023

The Internet and technology have flooded all the activities of our daily lives, making digitalisation a reality. Education is no stranger to this reality and is beginning to incorporate new learning methodologies in the classroom. Methodologies such...

(This article belongs to the Special Issue Gamification in Sustainable Education)
  • Article
  • Open Access
15 Citations
4,170 Views
10 Pages

Children’s Perspectives on Using Serious Games as a Complement to Promoting Their Social–Emotional Skills

  • Ana Xavier,
  • Paula Vagos,
  • Lara Palmeira,
  • Paulo Menezes,
  • Bruno Patrão,
  • Sónia Pereira,
  • Vanessa Rocha,
  • Sofia Mendes and
  • Marta Tavares

The use of serious games may be an appealing and complementary way to motivate curriculum-based social and emotional learning (SEL); still, investigation into this potential usefulness is scarce. This study aims to address the usefulness of serious g...

(This article belongs to the Special Issue Schools as Contexts for Wellbeing and Mental Health in Childhood and Adolescence)
  • Review
  • Open Access
112 Citations
10,968 Views
26 Pages

1 December 2018

Serious games are increasingly explored as collaborative tools to enhance social learning on sustainable management of land and natural resources. A systematic literature review was conducted to examine the current state of the art of the different m...

(This article belongs to the Section Sustainable Urban and Rural Development)
  • Article
  • Open Access
10 Citations
5,603 Views
20 Pages

A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision

  • Luis Salvador-Ullauri,
  • Patricia Acosta-Vargas,
  • Mario Gonzalez and
  • Sergio Luján-Mora

9 December 2020

Nowadays, serious games have become a beneficial resource in the learning process; they are part of our culture and promote social inclusion. Designing accessible serious games is a complete challenge, even more for non-experts. Most existing serious...

(This article belongs to the Special Issue Human-Computer Interaction: Theory and Practice)

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