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the ‘gamification’ of life
summary: gamification of life
four strands of consideration:
 grand challenges of society. key grand challenges of modern societies e.g.:
(a) population growth is leading to greater pressures on our environments
(climate change, restricted resources, education systems, energy sources) (b)
globalisation is leading to more interconnected and complex social structures
(self-organised criticality) > futurICT

 open innovation, crowd sourcing and the „rise of the community‟

 the role of ‘gamification’ in social (behavioural) change and awareness
raising. games/vws as cultural forms, games/vws processes (to be mapped
against human behaviour), motivation, engagement, social interactivity,
games/vws as interface/wrapper for other technologies. social and the
immersive

 examples demonstrating how virtual environments and social collaboration
are changing much about how we live, learn and work. will the future of
society move more towards social networked virtual communities? does virtual
world technology open up new solutions for old problems?

move towards more complex structures and socially driven innovation and
technology development
1: grand challenges of society: e.g. population and
city growth, climate change leading to complexity
and data explosion challenges
challenges humanity is facing in the 21st century
                    (copyright: dirk helbing)
Lee C. Bollinger, president of Columbia University,
formulated the issue as follows: “The forces affecting
societies around the world ... are powerful and novel.
The spread of global market systems ... are ...
reshaping our world ..., raising profound questions.
These questions call for the kinds of analyses and
understandings that academic institutions are
uniquely capable of providing. Too many policy
failures are fundamentally failures of knowledge.”
                                                   1. Financial and economic crisis
                                                   2. Debts and inflation
                                                   3. Stability of the European Union
                                                   4. Political revolutions, war
                                                   5. Critical infrastructure risks
                                                   6. Environmental change
                                                   7. Epidemics (SARS, H1N1 pandemic)
                                                   8. Migration and integration
                                                   9. Extremism, terrorism
                                                   10. Corruption, organized crime
The Knowledge Accelerator
  Creating a Living Earth Platform for a Sustainable Future
                                     FuturICT will build a Living Earth Platform for a
                                      global-scale simulation of our techno-socio-
We have explored the universe, and    economic-environmental system and more
have sent men to the moon. It turns
out, however, that our current       This will integrate Crisis Observatories running
                                      massive data mining for the advance detection
knowledge of society is too limited   of possible crises:
to efficiently tackle the global        financial market instabilities
challenges of humanity in the 21st      emerging conflicts
century. Thus, it’s time to pay         health risks and disease spreading
                                        environmental changes, etc.
attention to our Earth and create
an ICT Flagship to explore social    Participatory Platforms will inform decision-
life and everything it relates to.    makers and involve citizens
Dirk Helbing
                                     The Innovation Accelerator will speed up
                                      research, development, and the creation of new
>300 scientists from all over         business opportunities.
the World                            The focus on Managing Complexity will develop
                                      integrative system designs and new decision-
                                      making and governance tools.
predicting the sequence of possible impacts of earthquakes
Data                 Models                            Forecasts
                                  demographic




                                                                             infection
                                         data                  contact
                                                              network
                                                               models




                                                 +                       =
                                     transport
                                          data       multi-
                                                      scale
                                   geographic        models
                                         data
   ...complexity...
                                                               agent-
                                                               based
                                                               models



scenario
analysis     predictions
                           Validation




priorities   policies                            copyright Alex Vespignani and
                                                            FuturICT
2: models of innovation and diffusion:
current trends and gala
towards open innovation?                            Linear
                                                     models, actor
                                                        network
                                                     theory, social
                                                       shaping of
                                                      technology




                                                          User
                                                      innovation,
                                                          open
                                                       innovation




 models of innovation (linear model, actor network theory, social
shaping of technology) to open innovation (Chesborough) and user
                            innovation
rodgers innovation diffusion curve
innovation diffusion
                                                                                                     design


                                                                                                      theory                                                  stakeholder
                                                                                                                                                              engagement
  LEARNING                                 INSTRUCTION                             ASSESSMENT




    Learning
   objectives
                   GAME ELEMENTS:
                       Context              User learning
                                                               GAME ELEMENTS:
                                                               Learner Specifics
                                                                                                                                                              participatory
                                                                                                                                                            design approaches
  Clear player
     goals




                                            Instructional
                         User engagement                     User behavior
                                               design




                                                                                     Debriefing




                                                                                                                                                               technology
                   GAME ELEMENTS:          Player feedback        GAME ELEMENTS:
                    Representation                                   Pedagogy
Learning content                                                                   System feedback




                                                                                                                                                                transfer

                                                                                                                                                            application areas



                                                                                                     interactivity



                                                                                                      feedback



                                                                                                         adaptivity                                          bcis/eegs

  models and
  frameworks 2006-2011                                                                                                innovation diffusion model for gala
3: gamification: a vehicle for social
change? the social and the immersive
gamification trends
beginning of 2010 the games industry posted total sales of $1.17 billion for the
month of january

value of sg in 2008 was between $ 1 - 2 billion, recent reports circulating in us and
europe are talking about $ 9 -11 billion

international software federation of europe (isfe, 2010):
74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20-
24, 56% 25-29 and 38% 30-44.

32% of the total uk population consider themselves gamers (n=3000). 31% of females
described themselves as gamers and 34% of males.

several studies demonstrating the efficacy of serious games for training in particular
through behavioural change (sg-ets, hope lab’s re:mission, pulse project)

wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing

learning in multimodal ways: mixed reality, augmented reality, mobile learning,
haptics (more flexible approaches)

converging technologies: mobile devices, ar devices, bci/eegs, sensor networks,
robotics, virtual world mashups, gps, geocoding, web technologies and services (soa)
the social...
remote sensing


                                  Web2.0

Internet



                                             crowd sourcing

                                                              second life
Satellites


                  gps
                 GPS    prediction markets
more complex social structures emerging...
copyright Milos Kravcik
towards open innovation?                            Linear
                                                     models, actor
                                                        network
                                                     theory, social
                                                       shaping of
                                                      technology




                                                          User
                                                      innovation,
                                                          open
                                                       innovation




 models of innovation (linear model, actor network theory, social
shaping of technology) to open innovation (Chesborough) and user
                            innovation
and the
immersive…
serious games institute: a hybrid model
      sgi: an agenda for applied
       sgi: an agenda for applied
               research..
                research..
mapping our systems more closely
                                                                                                         against human behaviour
                                                                                                     design


                                                                                                      theory          neuro-psychology
                                                                                                                       approaches to
                                                                                                                        learning with
  LEARNING                                 INSTRUCTION                             ASSESSMENT




    Learning




                                                                                                                           games
   objectives
                   GAME ELEMENTS:                              GAME ELEMENTS:
                       Context              User learning      Learner Specifics

  Clear player
     goals




                                            Instructional
                         User engagement                     User behavior
                                               design




                                                                                                                          artificial
                                                                                     Debriefing


                   GAME ELEMENTS:          Player feedback        GAME ELEMENTS:
                    Representation                                   Pedagogy
Learning content                                                                   System feedback




                                                                                                                      intelligence and
                                                                                                                             life

                                                                                                                        multimodal
                                                                                                                        interfaces

                                                                                                     interactivity     semantic web,
                                                                                                                       standards and
                                                                                                      feedback
                                                                                                                         metadata


                                                                                                         adaptivity

  models and
  frameworks 2006-2011
projects & games at the serious games institute
  meducator

      alice

    code of
    everand


   roma
   nova
              simaula     mirror    vtrade
    gala
              customer   futurict
  floodsim


  modes

edugamelab



  maseltov

                 sex
                health
                game
4: examples of virtual environments and
serious games in learning and teaching
immersion and engagement: sg-ets




                                           Yes   No                                                                                                 Male     Female                                                                                                                                  Male Female
                100%                                                                           50                                                                                                                                                    100

                90%                                                                            45                                                                                                                                                    90




                                                                                                                                                                                                                      % who prefer learning method
                80%                                                                            40                                                                                                                                                    80
                                                                        % who play game type




                70%
  % Responses




                                                                                               35                                                                                                                                                    70
                60%
                                                                                               30                                                                                                                                                    60
                50%
                                                                                               25                                                                                                                                                    50
                40%
                                                                                               20                                                                                                                                                    40
                30%
                                                                                               15                                                                                                                                                    30
                20%
                10%                                                                            10                                                                                                                                                    20

                 0%                                                                            5                                                                                                                                                     10
                       <30   30-39   40+          <30    30-39    40+
                                                                                               0                                                                                                                                                      0
                                                                                                    Action   Adventure   Arcade   Education   Fighting   Puzzles   Role play Simulation   Sports   Strategy   Other                                        Tutor   Reading   E-learning Video game   Audio   Workshop   Internet   Video   Job   Role-play
                             Males                      Females
                                      Age (years)                                                                                                  Games Type                                                                                                                                   Learning method
triage trainer – preliminary trial results
 triage trainer (tt) trial summary:
     5 trials: september 2007 – january 2008

 independently conducted by the university of
    birmingham

 trial participants:
     91 uk nhs doctors, nurses & paramedics
     all on alsg major incident medical management
         and support (mimms) training courses

 participants were randomly distributed:
    tt game (n = 47)
    non-game (n = 44)
triage trainer – preliminary trial results

 tt game group:
     15 minute tutorial in game play / user interface
     60 minutes playing the tt game on their own
     instructor available to answer questions

 non-game group:
    75 minute normal alsg instructor-led table top
       exercise
    involved sorting cards with vital signs variables
       written on them into priority groups
triage trainer – (knight et al., 2010)
trial results of tt game trainees versus non-game trainees:
tagging accuracy of tt game trainees:
     significantly higher accuracy [χ2 = 13.126, p<0.05]
step accuracy of tt game trainees. comparing the ratios of
   participants who achieved an 8/8
accuracy rating (i.e. followed the correct protocol for all 8
   casualties):
   significantly more accurate (28%) than the non-game
       group (7%) [χ2 = 7.29, p<0.05]
time taken by tt game trainees to complete triage of all 8
   casualties:
   no significant difference on time taken (p>0.05)
triage trainer – preliminary trial results
possible conclusions:
a ‘serious game’ such as the triage trainer offers the potential
    to:
   enhance learning; and
   improve transfer of training
possible reasons are that the game offers:
   opportunity to practice skills and knowledge gained on the
      course in a more realistic and more engaging
      environment
   personalised feedback which enables the game player to
      correct procedural errors made, through repeated play
research challenges
fragmented research and development communities (e.g. gala)

literature in different disciplinary areas (e.g. psychology, educational science,
computer science, neuro-science, law, medicine etc.)

vws a new area so lack of frameworks and metrics for effective learning

technical and cost issues preventing uptake

division between practice and theory

conservatism of education sector

new paradigm of learning emerging slowly – so hard to define for academics
and practitioners

need for academy and industry to work together

networks emerging but need for more defragmentation and interworking

establish methods and evaluation strategies

need for ethical considerations in different context
immersion and engagement: roma nova




            vtrade
artificial intelligence and crowd modelling
multimodal integration
bcis and interface design: neuro-psychology approaches
awareness raising: climate health impact and floodsim




                    vtrade
behavioural change: code of everand and metycoon
can gamification solve world-scale
            problems?
reflections
so does gamification offer a solution to the grand challenges?

    scalability of game environments to large global
   communities

    adaptivity to user requirements

    closer modelling of user behaviour (feedback loop)

    behavioural change

    flow, feedback, visual and actual realism leading to
   higher levels of immersion

    increased motivation and engagement

user innovation with games technologies (e.g. ai, haptics,
biofeedback, sensors networks etc) from convergence, mash
ups and user/community interaction
conclusions
so are applications of vw/games technologies really changing our
approaches to working, learning, social interactions and how we
consider experiences?

   providing new tools for flow, feedback, visual and actual realism
   leading to higher levels of immersion

   great potential for the medium for supporting immersive
   education through increased motivation and engagement

   potential changes for e-assessment, recruitment and cpd (gbl
   assessment, peer assessment, collaborative assessment,
   competency analysis, skills development, monitoring
   performance, mentoring)

move towards immersive learning experiences and design: with
increased motivation, immediate feedback and sophisticated user
models

need for serious games community to work with user communities
and educationalists to answer some of the key grand challenges
upcoming second wednesday events:
 playgen workshop in london, 12th october
 robotics workshop 9th november
upcoming conferences:
ieee vs-games conference in genoa, november 2012
virtual world conference, 14th september 2011
upcoming workshops:
emergency response and management training workshop,
   17th november


any questions contact: prof. sara de freitas
s.defreitas@coventry.ac.uk
selected references
de Freitas, S., Jarvis, S. (2008). Towards a development approach for serious games. In T.M. Connolly, M.
Stansfield, & E. Boyle (Eds) Games-based learning advancements for multi-sensory human-computer interfaces:
Techniques and effective practices. IGI Global. Hershey, PA.

Jarvis, S., de Freitas, S. (2009). Evaluation of a Serious Game to support Triage Training: In-game Feedback and
its effect on Learning Transfer. Proceedings of 2009 Conference in Games and Virtual Worlds for Serious
Applications, IEEE.

Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Serious Games in Cultural
Heritage, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST '09),
VAST-STAR, Short and Project Proceedings, Eurographics, Malta, 22-25 September, 29-48, (2009).

de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis A. (2010). Learning as immersive
experiences: using the four dimensional framework for designing and evaluating immersive learning experiences
in a virtual world. British Journal of Educational Technology

Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010).
Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation Journal
81(9): 1174-9

de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330-331.

Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking Learning in the Digital Age, London & New York:
Routledge.

de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press

de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games and Learning. London and New York: Routledge.

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The Gamification of Life

  • 2. summary: gamification of life four strands of consideration:  grand challenges of society. key grand challenges of modern societies e.g.: (a) population growth is leading to greater pressures on our environments (climate change, restricted resources, education systems, energy sources) (b) globalisation is leading to more interconnected and complex social structures (self-organised criticality) > futurICT  open innovation, crowd sourcing and the „rise of the community‟  the role of ‘gamification’ in social (behavioural) change and awareness raising. games/vws as cultural forms, games/vws processes (to be mapped against human behaviour), motivation, engagement, social interactivity, games/vws as interface/wrapper for other technologies. social and the immersive  examples demonstrating how virtual environments and social collaboration are changing much about how we live, learn and work. will the future of society move more towards social networked virtual communities? does virtual world technology open up new solutions for old problems? move towards more complex structures and socially driven innovation and technology development
  • 3. 1: grand challenges of society: e.g. population and city growth, climate change leading to complexity and data explosion challenges
  • 4. challenges humanity is facing in the 21st century (copyright: dirk helbing) Lee C. Bollinger, president of Columbia University, formulated the issue as follows: “The forces affecting societies around the world ... are powerful and novel. The spread of global market systems ... are ... reshaping our world ..., raising profound questions. These questions call for the kinds of analyses and understandings that academic institutions are uniquely capable of providing. Too many policy failures are fundamentally failures of knowledge.” 1. Financial and economic crisis 2. Debts and inflation 3. Stability of the European Union 4. Political revolutions, war 5. Critical infrastructure risks 6. Environmental change 7. Epidemics (SARS, H1N1 pandemic) 8. Migration and integration 9. Extremism, terrorism 10. Corruption, organized crime
  • 5. The Knowledge Accelerator Creating a Living Earth Platform for a Sustainable Future  FuturICT will build a Living Earth Platform for a global-scale simulation of our techno-socio- We have explored the universe, and economic-environmental system and more have sent men to the moon. It turns out, however, that our current  This will integrate Crisis Observatories running massive data mining for the advance detection knowledge of society is too limited of possible crises: to efficiently tackle the global  financial market instabilities challenges of humanity in the 21st  emerging conflicts century. Thus, it’s time to pay  health risks and disease spreading  environmental changes, etc. attention to our Earth and create an ICT Flagship to explore social  Participatory Platforms will inform decision- life and everything it relates to. makers and involve citizens Dirk Helbing  The Innovation Accelerator will speed up research, development, and the creation of new >300 scientists from all over business opportunities. the World  The focus on Managing Complexity will develop integrative system designs and new decision- making and governance tools.
  • 6. predicting the sequence of possible impacts of earthquakes
  • 7. Data Models Forecasts demographic infection data contact network models + = transport data multi- scale geographic models data ...complexity... agent- based models scenario analysis predictions Validation priorities policies copyright Alex Vespignani and FuturICT
  • 8. 2: models of innovation and diffusion: current trends and gala
  • 9. towards open innovation? Linear models, actor network theory, social shaping of technology User innovation, open innovation models of innovation (linear model, actor network theory, social shaping of technology) to open innovation (Chesborough) and user innovation
  • 11.
  • 12. innovation diffusion design theory stakeholder engagement LEARNING INSTRUCTION ASSESSMENT Learning objectives GAME ELEMENTS: Context User learning GAME ELEMENTS: Learner Specifics participatory design approaches Clear player goals Instructional User engagement User behavior design Debriefing technology GAME ELEMENTS: Player feedback GAME ELEMENTS: Representation Pedagogy Learning content System feedback transfer application areas interactivity feedback adaptivity bcis/eegs models and frameworks 2006-2011 innovation diffusion model for gala
  • 13. 3: gamification: a vehicle for social change? the social and the immersive
  • 14. gamification trends beginning of 2010 the games industry posted total sales of $1.17 billion for the month of january value of sg in 2008 was between $ 1 - 2 billion, recent reports circulating in us and europe are talking about $ 9 -11 billion international software federation of europe (isfe, 2010): 74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20- 24, 56% 25-29 and 38% 30-44. 32% of the total uk population consider themselves gamers (n=3000). 31% of females described themselves as gamers and 34% of males. several studies demonstrating the efficacy of serious games for training in particular through behavioural change (sg-ets, hope lab’s re:mission, pulse project) wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing learning in multimodal ways: mixed reality, augmented reality, mobile learning, haptics (more flexible approaches) converging technologies: mobile devices, ar devices, bci/eegs, sensor networks, robotics, virtual world mashups, gps, geocoding, web technologies and services (soa)
  • 15. the social... remote sensing Web2.0 Internet crowd sourcing second life Satellites gps GPS prediction markets
  • 16.
  • 17. more complex social structures emerging...
  • 18.
  • 20. towards open innovation? Linear models, actor network theory, social shaping of technology User innovation, open innovation models of innovation (linear model, actor network theory, social shaping of technology) to open innovation (Chesborough) and user innovation
  • 22. serious games institute: a hybrid model sgi: an agenda for applied sgi: an agenda for applied research.. research..
  • 23. mapping our systems more closely against human behaviour design theory neuro-psychology approaches to learning with LEARNING INSTRUCTION ASSESSMENT Learning games objectives GAME ELEMENTS: GAME ELEMENTS: Context User learning Learner Specifics Clear player goals Instructional User engagement User behavior design artificial Debriefing GAME ELEMENTS: Player feedback GAME ELEMENTS: Representation Pedagogy Learning content System feedback intelligence and life multimodal interfaces interactivity semantic web, standards and feedback metadata adaptivity models and frameworks 2006-2011
  • 24.
  • 25. projects & games at the serious games institute meducator alice code of everand roma nova simaula mirror vtrade gala customer futurict floodsim modes edugamelab maseltov sex health game
  • 26. 4: examples of virtual environments and serious games in learning and teaching
  • 27. immersion and engagement: sg-ets Yes No Male Female Male Female 100% 50 100 90% 45 90 % who prefer learning method 80% 40 80 % who play game type 70% % Responses 35 70 60% 30 60 50% 25 50 40% 20 40 30% 15 30 20% 10% 10 20 0% 5 10 <30 30-39 40+ <30 30-39 40+ 0 0 Action Adventure Arcade Education Fighting Puzzles Role play Simulation Sports Strategy Other Tutor Reading E-learning Video game Audio Workshop Internet Video Job Role-play Males Females Age (years) Games Type Learning method
  • 28. triage trainer – preliminary trial results triage trainer (tt) trial summary: 5 trials: september 2007 – january 2008 independently conducted by the university of birmingham trial participants: 91 uk nhs doctors, nurses & paramedics all on alsg major incident medical management and support (mimms) training courses participants were randomly distributed: tt game (n = 47) non-game (n = 44)
  • 29. triage trainer – preliminary trial results tt game group: 15 minute tutorial in game play / user interface 60 minutes playing the tt game on their own instructor available to answer questions non-game group: 75 minute normal alsg instructor-led table top exercise involved sorting cards with vital signs variables written on them into priority groups
  • 30. triage trainer – (knight et al., 2010) trial results of tt game trainees versus non-game trainees: tagging accuracy of tt game trainees: significantly higher accuracy [χ2 = 13.126, p<0.05] step accuracy of tt game trainees. comparing the ratios of participants who achieved an 8/8 accuracy rating (i.e. followed the correct protocol for all 8 casualties): significantly more accurate (28%) than the non-game group (7%) [χ2 = 7.29, p<0.05] time taken by tt game trainees to complete triage of all 8 casualties: no significant difference on time taken (p>0.05)
  • 31. triage trainer – preliminary trial results possible conclusions: a ‘serious game’ such as the triage trainer offers the potential to: enhance learning; and improve transfer of training possible reasons are that the game offers: opportunity to practice skills and knowledge gained on the course in a more realistic and more engaging environment personalised feedback which enables the game player to correct procedural errors made, through repeated play
  • 32. research challenges fragmented research and development communities (e.g. gala) literature in different disciplinary areas (e.g. psychology, educational science, computer science, neuro-science, law, medicine etc.) vws a new area so lack of frameworks and metrics for effective learning technical and cost issues preventing uptake division between practice and theory conservatism of education sector new paradigm of learning emerging slowly – so hard to define for academics and practitioners need for academy and industry to work together networks emerging but need for more defragmentation and interworking establish methods and evaluation strategies need for ethical considerations in different context
  • 33. immersion and engagement: roma nova vtrade
  • 34. artificial intelligence and crowd modelling
  • 36. bcis and interface design: neuro-psychology approaches
  • 37. awareness raising: climate health impact and floodsim vtrade
  • 38. behavioural change: code of everand and metycoon
  • 39. can gamification solve world-scale problems?
  • 40. reflections so does gamification offer a solution to the grand challenges?  scalability of game environments to large global communities  adaptivity to user requirements  closer modelling of user behaviour (feedback loop)  behavioural change  flow, feedback, visual and actual realism leading to higher levels of immersion  increased motivation and engagement user innovation with games technologies (e.g. ai, haptics, biofeedback, sensors networks etc) from convergence, mash ups and user/community interaction
  • 41. conclusions so are applications of vw/games technologies really changing our approaches to working, learning, social interactions and how we consider experiences? providing new tools for flow, feedback, visual and actual realism leading to higher levels of immersion great potential for the medium for supporting immersive education through increased motivation and engagement potential changes for e-assessment, recruitment and cpd (gbl assessment, peer assessment, collaborative assessment, competency analysis, skills development, monitoring performance, mentoring) move towards immersive learning experiences and design: with increased motivation, immediate feedback and sophisticated user models need for serious games community to work with user communities and educationalists to answer some of the key grand challenges
  • 42. upcoming second wednesday events:  playgen workshop in london, 12th october  robotics workshop 9th november upcoming conferences: ieee vs-games conference in genoa, november 2012 virtual world conference, 14th september 2011 upcoming workshops: emergency response and management training workshop, 17th november any questions contact: prof. sara de freitas s.defreitas@coventry.ac.uk
  • 43. selected references de Freitas, S., Jarvis, S. (2008). Towards a development approach for serious games. In T.M. Connolly, M. Stansfield, & E. Boyle (Eds) Games-based learning advancements for multi-sensory human-computer interfaces: Techniques and effective practices. IGI Global. Hershey, PA. Jarvis, S., de Freitas, S. (2009). Evaluation of a Serious Game to support Triage Training: In-game Feedback and its effect on Learning Transfer. Proceedings of 2009 Conference in Games and Virtual Worlds for Serious Applications, IEEE. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Serious Games in Cultural Heritage, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST '09), VAST-STAR, Short and Project Proceedings, Eurographics, Malta, 22-25 September, 29-48, (2009). de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis A. (2010). Learning as immersive experiences: using the four dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010). Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation Journal 81(9): 1174-9 de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330-331. Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking Learning in the Digital Age, London & New York: Routledge. de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games and Learning. London and New York: Routledge.