Serious games are growing rapidly as a gaming industry as well as a field of academic research.There are many surveys in the field\nof digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been\nlittle work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work\non serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal\ncommunication, and health care.We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed\nserious games applications fromthe literature against the defined taxonomy. Finally, the paper provides guidelines, drawn fromthe\nliterature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.
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