We are IntechOpen, the world's leading publisher of Open Access books Built by scientists, for scientists

4,700+

Open access books available

121,000+

International authors and editors

135M+

Downloads

Our authors are among the

Top 1% most cited scientists

12.2%

Contributors from top 500 universities

Selection of our books indexed in the Book Citation Index in Web of Science™ Core Collection (BKCI)

## Interested in publishing with us? Contact book.department@intechopen.com

Numbers displayed above are based on latest data collected. For more information visit www.intechopen.com

## Meet the editor

Dr. Ioannis Deliyannis is an assistant professor at the Department of Audio and Visual Arts, Ionian University, Corfu, and a founding member of Interactive Arts Research Laboratory. He has created various interactive multimedia systems ranging from experimental television stations featuring multiple modes of delivery to educational and transmedia games. He is the author of a series of journal and conference publications in the above fields

and a series of books targeting the experimental and creative aspects of the technologies involved. His research focuses on the design of user-centered games and environments, and he employs sensory systems to create intelligent interactive applications, serious games and educational processes, and assistive applications for people with disabilities using technologies that include holograms with augmented and virtual reality systems.

Contents

**Section 1**

Fundamentals *by Mifrah Ahmad*

*by Zuzana Václavíková*

*and Sebastiaan Meijer*

**Section 2**

Game: Experience as an Educational Tool

*by Maksims Kornevs, Jannicke Baalsrud Hauge* 

Use of Cloud Gaming in Education *by Mirko Sužnjević and Maja Homen*

Digital Games in Primary Education

*Juan Aguado-Delgado and Sergio Caro-Alvaro*

*by Dionysios Manesis*

*by Katherine Smith, Yuzhong Shen and Anthony Dean*

**Preface III**

Design **1**

**Chapter 1 3**

**Chapter 2 21**

**Chapter 3 35**

**Chapter 4 55**

Evaluation **67**

**Chapter 5 69**

**Chapter 6 87**

**Chapter 7 101**

Categorizing Game Design Elements into Educational Game Design

Gamifying Project Procurement for Better Goal Incorporation

Software Design Considerations for Mathematics in Mobile Games

World of Warcraft Stats System: Evolution and Casualization *by Adrián Domínguez, Daniel Vallés-Blanco, Luis de-Marcos,* 

## Contents


#### **Chapter 8 123**

An Evaluation of Game Usability in Shared Mixed and Virtual Environments *by Francesco De Pace, Federico Manuri, Andrea Sanna and Iñigo Lerga Valencia*

Preface

The book addresses the topics of game design, intelligent interaction, gamification, edutainment, serious games, and mixed game modes, including the technologies that support game implementation and content delivery. The chapters address the topics of user/content requirements, documenting and evaluating the case studies that were selected. Chapters with proprietary games and technologies are also included, as they are useful to analyze particular game design and development practices followed in the industry. Today, the unification of virtual reality, augmented reality, real life with virtual gaming modes, and the use of agents or other supportive/instructional techniques is clearly a subject of high interest, including the use of artificial intelligent technologies. Other aspects of interest addressed include social intelligence applied to games, aesthetics, interaction, and usability.

I would like to thank all colleagues from the Interactive Arts Research Laboratory at

**Dr Ioannis Deliyannis** Assistant Professor,

> Ionian University, Corfu, Greece

Department of Audio and Visual Arts,

Ionian University for their support in the reviewing process.

https://inarts.eu/en/lab/staff/
