Abstract In 2013 the Skoll Global Threats Fund asked CNA Corporation to design and develop a game exploring information-sharing, conflict, and cooperation on the Indian subcontinent. The goal of the game was twofold: to understand information-sharing, its impediments and effects on water sharing and decision-making, as well as understand how gaming could be a tool for social change. The game was executed in two instances, one in the Washington, DC area with U.S. subject matter experts, and
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Keywords : Cross-cultural, Game
AbstractThis article analyzes Free Rice within the context of “the rise of the ludic sublime,” where video games are hailed as the solution to highly sophisticated political problems. As part of what we call practices of “philitainment,” Free Rice, we argue, functions within the political domain of what Jodi Dean has termed “communicative capitalism” and therefore both captures resistance and actually solidifies global capitalism. Ultimately, th
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Keywords : Digital Games, Critical Theory, Governmentality, Philitainment, Development
AbstractThis thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning
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Keywords : Serious games, Serious gaming, Game-based training
Abstract Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when nonDeaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar
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Keywords : Natural User Interface, Sign Language, Serious Game, Kinect Sensor, Image Processing
Abstract —Since 2002, serious games have received much attention from industry, government and the research community. However, the large number of definitions available still present limitations in terms of contexts and games classification. Indeed, these definitions exclude certain types of games and do not cover certain contexts where serious games could be deployed. Therefore this paper introduces a shift in the interpretation of serious games, allowing a more flexible definition
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Abstract The use of tablet computers have increased significantly in numerous parts of society during recent years, and the educational sector is no exception. Use of games in educational situations has intrigued scholars of different disciplines, presenting both favouring and opposing opinions. Whilst the educational effectiveness of the game media is discussed, research done in the area of cognitive development, psychology and pedagogy argue for the importance of play and the positive eff
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Keywords : Game design, Educational games for children, Playfulness, Educational games in Sweden
ABSTRACT The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of context
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Keywords : Serious game
Ludoscience is a non profit organization aimed at studying game and its uses. In the context of research and conservation of heritage videogame work, we collect edutainment titles, edugames and other educational games from all eras and all supports.If you have such securities and that they clutter up you... Think about us! :)Please contact us to send your titles.Thanks also to bring the announcement around you... Ludoscience Team
Abstract Serious games are an innovative way for tackling design objectives in a variety of IS contexts. In this paper, we explore the use of an online serious game for idea assessment in companies, an approach that is not covered in scientific literature so far. Thereby, we contribute to understanding (i) whether serious games can add to overcoming challenges in the area of idea assessment, and, (ii) whether there are potential biases of the game towards more incremental or radical ideas w
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Keywords : Big Five, Experiment, Idea Assessment, Personality Traits, Serious Games, Service Innovation, Team Formation
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
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Keywords : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine