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
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Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
AbstractA Web-Based Serious Game for Joint Training As military systems and processes are becoming increasingly complex and thus more difficult to comprehend, large-scale exercises for NATO Joint Intelligence, Surveillance, and Reconnaissance (JISR) are regularly performed yet are often obstructed by insufficient staff preparedness. To address this concern, this thesis presents the design, prototypal implementation, and evaluation of a modular and web-based serious game called Exercise Trai
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Keywords : Serious Game, Defence, Military, Simulation, Simulation game
The IDATE institute proposes for free the 2010 Serious Games study. It is the 2nd edition. The first one was published in 2008. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,” comments Laurent Michaud, project leader of the report
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Keywords : Serious Game, Serious Gaming, Market, Health, Communication, Advertising, Military, Education
AbstractVirtual environments are synthetic computer simulations that represent activities at a high degree of realism, and which are presented to a user in such a way that s/he temporarily suspends belief and accepts them as real environments (see Witmer & Singer, 1998). Virtual Environments (VEs) allow people to communicate as avatars, which are digital visual projections that represent a synthetic reality (Fox & Ahn, 2013), so that individuals can change aspects of their identity,
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Keywords : Defence, Serious game
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempor
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Keywords : Cultural heritage, Serious game
Abstract The technological accompaniment of defence partners it’s a currently crucial issue in Portugal. It is mandatory walking side by side with the technologically most advanced countries in order to accomplish this purpose. The Military Academy, such an excellence school forming Army’s and National Guard’s officers, carry in its shoulders high responsibilities to provide a future commander’s competent formation. Is required to cadets, future commanders, to be pro
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Keywords : Simulation, Wargames, Tactics, Military Teaching, Military Making-Decision
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 This 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 f
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=====================Résumé de la présentation=====================Selon la BNF, depuis 2014, le Ministère de la Culture tient à ce que nous privilégions le vocable « jeu sérieux » à la place de « Serious Game ». Il convient cependant de souligner qu’une telle traduction introduit une subtilité. En effet, dans la langue française, la notion de « jeu »
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Keywords : Serious game
Abstract Serious games have been receiving a lot of interest in the recent years and have been increasingly used for educational, military and business purposes. One of the positive sides of serious games is the fact of being tools that allow the creation of an environment where players are immersed in a playful activity, and are much more receptive to knowledge acquisition. Through serious games players are more likely to retain information for a longer period of time. The terrain instabil
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