[Sigkm-l] Call for chapters | Serious Games as Educational, Business, and Research Tools

Maria Manuela Cruz-Cunha mcunha at ipca.pt
Tue Oct 12 11:47:26 EDT 2010


Serious Games as Educational, Business, and Research Tools: Development and Design
Call for Chapter Proposals
--------------------------
Chapter proposal submission deadline: October 25, 2010
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A book edited by Maria Manuela Cruz-Cunha
http://www.2100books.com
serious.games.book at gmail.com
--------------------------


Dear Professor /Dr. /Mrs. /Mr.,
It is my pleasure to invite you to consider contributing to this book within your field of expertise, related with the book topics. 
Chapter proposals of 1-2 pages clearly explaining the mission and concerns of the proposed chapter are accepted until October 25, 2010. 
Proposals should be sent in Word format to serious.games.book at gmail.com Please feel free to forward this message to colleagues / peers who might be interested.

Kind regards,
Manuela


Introduction:
=============

Serious games are being developed at an exponential rate, and the impact of their many applications in management, education, defense, scientific research, health care, emergency planning and many other fields is growing quickly. For businesses, serious games create both huge business opportunities and huge challenges, and they may generate both large investments and large returns. In areas ranging from design to programming, from psychology to mathematics, and from management to politics, serious games present great research and development opportunities. In order to maximize the potential and the profit of serious games, organizations, researchers, and developers must understand the opportunities and challenges presented by this new tool in all its domains of application.


Overall objectives of this book:  
===================================

The book intends to collect the most recent technological developments in all embraced fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior. 

The book will:

  --  Discuss the impact of this emerging domain in its wide range of applications;
  --  Present and discuss new technological developments;
  --  Present practical solutions to emerging problems;
  --  Introduce the state-of-the-art technologies and their applications;
  --  Discuss business, social and individual impacts of serious games and their technologies;
  --  Provide guidance for further research and development;
  --  And build a bridge between research and practice.


Recommended topics: 
===================

Chapters should cover, but are not limited to, topics including:

  --  Technological aspects of serious games:  computing developments, requirements and algorithms; data structures, processing, programming languages; communication and human-computer interaction
  --  Serious games as a tool of change: for social change; for innovation in business processes or products; 
  --  The business of serious games: emerging businesses and business models; business opportunities; prospective studies; studies of impact; critical success factors
  --  Users and serious games: psychology and serious games; behavioral effects
-	social effects
  --  Applications of serious games: in health care and e-health; defense; industrial engineering; education; and other fields.


Audience: 
=========

The book will serve a professional audience of top managers, computer game professionals (developers and creatives), and also an academic audience (teachers, researchers and advanced degree students).


Submission Procedure:  
====================

Researchers and practitioners are invited to submit on or before October 25, 2010, a 1-2 page proposal clearly explaining the mission and concerns of the proposed chapter. This proposal should be sent in Word format to  serious.games.book at gmail.com.

Authors will be notified by October 31 about the status of their proposals. Authors of accepted proposals will be sent guidelines to prepare the full chapter (7,000 – 10,000 words) to be submitted by January 31, 2011.

All submitted chapters will be reviewed on a double-blind review basis by two or three reviewers.

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 scheduled for release in 2012.


Important dates:  
===============

  - Deadline for proposals submission:  October 25, 2010
  - Notification of proposals acceptance/rejection:  October 31
  - Full chapter submission deadline:  	January 31, 2011
  - Notification of review results:  April 30, 2011
  - Submission of revised version of accepted chapters:  May 31, 2011
  - Submission of final materials of accepter chapters:  June 30, 2011


Editorial Advisory Board:
========================

João Varajão, Portugal
João Vilaça, Portugal
Jouni Smed, Finland
Matthew Sharritt, USA
Nuno Dias, Portugal
Nuno Rodrigues, Portugal
Paula Tavares, Portugal
Ricardo Simões, Portugal
Vítor Carvalho, Portugal


For any questions, please contact the editor:
=============================================

Maria Manuela Cruz-Cunha 
       serious.games.book at gmail.com
       http://www.2100books.com
       Polytechnic Institute of Cávado and Ave
       

http://igi-global.com/AuthorsEditors/AuthorEditorResources/CallForBookChapters/CallForChapterDetails.aspx? CallForContentId=7f2665a9




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