Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves.
Computer games are played through a computer, on a standalone or networked form. Games are highly interactive products that keep the player in a state of focused motivation, or “flow” as defined by Csikszentmihalyi. The player is always on the edge of his/her abilities, with the permanent feeling that he/she is about to reach the goal, about to go to the next level.
This motivates the player to try, to give his/her best and to evolve. Serious Games are not designed for the sole purpose of entertainment but rather with training, educational, marketing or awareness raising objectives. These games are designed with the main goal of creating a skill development context for the player while retaining the same focused motivation context of “fun” games.
The player must perform tasks, analyze processes and draw conclusions in order to increase his/her productivity and knowledge in the framework of the game positive and negative feedback, sometimes representing risks or a series of events that, in real life, would be negative or even fatal. This type of games is used in numerous areas like engineering, health, education, defense, military, emergency management, and scientific exploration, among many others.
Topics to be addressed by the journal include but are not limited to:
ProQuest Central Student (ProQuest)
Thomas is a lecturer at the Department of Computer and Systems Sciences, Stockholm University, Sweden. His research concerns inclusive designs of games, which he has contributed to for almost two decades. Thomas teaches inclusive game design and user experience evaluation in games. His first 3D game received the “Innovation in Audio Award” at the Independent Games Festival, USA in 2003. He started the IGDA Game Accessibility SIG, is vice-chair of IFIP Entertainment Computing: TC 14.9 Game Accessibility and has contributed to Game Accessibility Guidelines.
IFIP - (UNESCO) Danish Representative (International Federation for Information Processing).
EUREKA 1999 award for Applied Multimedia
Vanførefonden 2006 Danish Research prize
European Alliance for Innovation (EAI) Fellow 2019
Acknowledged as a “great artist”, third culture thinker,“ a world pioneer in digital media and its use with the disabled community”, he is recognised as an ambassador for exploring the potentials of serious games and creative expression (music and more) across disciplines targeting societal impact. Brooks founded, realized (funded), and led the SensoramaLab in becoming probably the leading VR and Human Behavior lab complex in Scandinavia focused on his concept Human Afferent Efferent Neural Feedback Loop Closure via Virtual Interactive Space (VIS) from 1999. Activities include as a global keynote speaker at numerous events; steering person under European Alliance for Innovation of the Arts and Technology (ArtsIT) Interactivity & Game Creation international conference – see ArtsIT.org. Brooks is EU expert examiner, rapporteur, and panel reviewer of funded projects; reviewer for the Council for the Humanities of the Netherlands Organization for Scientific Research (NWO), e-health innovations by SMEs, and The Economic and Social Research Council (ESRC), UK. His over five decades of self-funded research (SoundScapes) has been responsible for national (DK) and international (EU) €- multimillion funded projects. It has also resulted in patents, creative industry start-up and commercial products. Since his first exhibition at the Institute of Contemporary Arts (ICA) London in 1978, Brooks’ work has been presented at major events including at two Olympic/Paralympic Games Cultural Events (USA 1996 and Australia 2000); European City of Culture (1996 and 2000); The Danish NeWave festival in New York, USA (1999); Roskilde Music festival 2000; as well as exhibitions at numerous leading Museum of Modern Art exhibitions (e.g. in Denmark 1998/9 at Arken; Trapholt, Kolding; Louisiana, Esbjerg, and many more since).