Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
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Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer’s Disease, SG are currently employed to provide alternative solutions for patients’ treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations f
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Keywords : Serious games, Ergonomic criteria, Game design, Alzheimer Disease, Mild cognitive impairment
AbstractThe use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer’s disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients’ treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some ini
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Keywords : Serious Games, Neurodegenerative disorders, Recommendations, ICT, Delphi Technique
IDATE is pleased to offer for free the Serious Games study published in 2012.This is the 3rd edition that succeeds those of 2010 and 2008. This third edition analyzes the different segments of the Serious Gaming market based on detailed case studies and a systematic presentation of technologies, uses and professions, particularly analyzing the key stages of design, development and diffusion. It also presents the technological and business prospects for each market segme
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Keywords : Study, Market, Education, Training, Health, Defence, Evolution, Serious Game
AbstractDigital multi-player learning games are believed to represent an important step forward in risk management training, especially related to human factors, where they are trusted to improve the performance of a team of learners in reducing serious adverse events, near-misses and crashes in complex socio-technical systems. Team situation awareness is one of the critical factors that can lead the team to consider the situation with an erroneous mental representation. Then, inadequate decisio
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Keywords : Digital collaborative environment, Team situation awareness, Communication, Information, Decision Making, Learning game, Virtual environment, Socio-technical system
AbstractDigital multi-player learning games are believed to represent an important step forward in risk management training, especially related to human factors, where they are trusted to improve the performance of a team of learners in reducing serious adverse events, near-misses and crashes in complex socio-technical systems. Team situation awareness is one of the critical factors that can lead the team to consider the situation with an erroneous mental representation. Then, inadequate decisio
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Keywords : Digital collaborative environment, Team situation awareness, Communication, Information, Decision Making, Learning game, Virtual environment, Socio-technical system
Abstract—Serious games are developed with the purpose of bestowing a benefit on the user. That benefit could be related to the user’s health, education, safety or efficiency. We propose that the mechanism that the game employs to achieve such a benefit should be identified as the key to the development of a successful serious game. We introduce a paradigm for the design and development of serious games as benefit delivery systems. We suggest that the paradigm can apply to all applica
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Keywords : Serious game, Health, Health game, Healthcare
In this article, we try to show the links between play and ethics, based on the design of a serious game aimed at training students to the social professions, health and education. This is to meet the innovations of this educational tool in teaching professional ethics and new opportunities it offers, provided, enroll in a pragmatism perspective. First, the article refers to the distinction between ethics and professional conduct to emphasize, building on Dewey, that it is in situated actions th
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Keywords : Professional Ethics, Serious Game, Pragmatism, Dewey
AbstractSerious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices.
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Keywords : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Keywords : e-Commerce , Gamification, Online games, Software development, Information technology, Web design, Technology acceptance, e-Banking