For the Ludoscience team, it's very important to play if you want to practice Ludology.Having read a few articles mentioning the idea that Pokémon GO could promote the health of its users through the walking activity it elicits, we wanted to form our own opinion by playing the title. We took the game with us on vacation, in the countryside, in the mountains and in the city.This month-long test also gave us the opportunity to make a few observations in the field, which we'd like to share w
[...]
Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
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
[...]
Keywords : e-Commerce , Gamification, Online games, Software development, Information technology, Web design, Technology acceptance, e-Banking
This is the protocol for a review and there is no abstract. The objectives are as follows:To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students’ knowledge, skills, professional attitudes and satisfaction.HAL
[...]
Keywords : Serious game, Health, Health game, Protocol, Gamification
This paper is part of an overall approach aimed at assessing what kind of support, and in what proportions, a trainer might need when using games as mediation. To do this, we believe we need to start by establishing an initial model for evaluating the initial teaching or training situation using play as mediation. To develop such a model, we have chosen to enrich an existing grid, developed in 2006 by Sara de Freitas and Martin Oliver. This co-construction is based on a hypothetico-deductive app
[...]
Keywords : Serious game, Evaluation, Model, Serious gaming, Edugame, Activity, Learning, Game Based Learning
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
[...]
Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
[...]
Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
Abstract: Nowadays computer games are being developed for more than just the mere entertainment of the players. In the field of health and education, serious games aim to improve the level of the cognitive abilities, in a more attractive manner. Among the mental process, the concentration and the relaxation are the basic cognitive abilities in tennis. The timely monitoring and the levels of these abilities are important when the performance enhancement is concerned. Mental preparation of tennis
[...]
Keywords : Serious games, Mental training, Tennis, Concentration, Relaxation
The introduction of new technologies into children's daily routines is in many cases associated with negative health impacts. However, technology may also be used to promote healthy practices by way of so-called serious games. Several studies have confirmed that the use of such tools can result in significant health gains, the adoption of healthy eating habits, the practice of an active lifestyle, increased energy expenditure and decreased adiposity. In this context, the authors report a case st
[...]
Keywords : Obesity, Health, Health game, Serious game
Background: Serious games are computer or video games that contain elements that are specifically designed for the purpose of education or training. Serious games are increasingly being used within healthcare, but their introduction into and application in psychotherapeutic settings as an e-mental health treatment modality raises questions for both patients and therapists. Current research demonstrates the potential role and effectiveness of serious games within a psychotherapeutic context.
[...]
ABSTRACT Serious games augment utilitarian applications with an entertainment dimension. Hence, information pertaining to a utilitarian objective is seamlessly incorporated into the gaming scenario. In this paper, we present the concept of ubiquitous biofeedback serious games (UBSGs), a family of games that integrate biofeedback processes in their operation. They rely on physiological inputs collected from the player through biological sensors for game control. These physiological inputs ar
[...]
Keywords : Biofeedback, Biological control systems, Physiology, Entertainment industry, Biosensors, Serious gaming, Affective computing, Ubiquitous computing