This volume brings together research on how gameplay data in serious games may be turned into
valuable analytics or actionable intelligence for performance measurement assessment and
improvement. Chapter authors use empirical research methodologies including existing
experimental and emerging conceptual frameworks from various fields such as: computer
science software engineering educational data mining statistics information visualization.
Serious games is an emerging field where the games are created using sound learning theories
and instructional design principles to maximize learning and training success. But how would
stakeholders know what play-learners have done in the game environment and if the actions
performance brings about learning? Could they be playing the game for fun really learning with
evidence of performance improvement or simply gaming the system i.e. finding loopholes to
fake that they are making progress? This volume endeavors to answer these questions.