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
AbstractThis chapter aims to provide the reader with basic knowledge about the experiment as a general method that can be applied towards serious games research and evaluation. It explains the main terms and rules of the experimental design, as well as points out the main risks and difficulties to avoid. The chapter also explains the differences in possible conclusions between true experiments, quasi-experiments, and correlational studies. References (1): Djaouti, D., Alvarez, J., Jess
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Keywords : Experiment, Experimental design, Variables, Validity, Biases, Samples, Quasi-experiment, Correlational study
AbstractContextThe growing field of new technologies offers new ways to tackle psychiatric disorders (e.g. virtual reality therapy, neurofeedback, etc.). Serious games (SG) are computer applications combining serious aspects with the fun side of video games. This kind of new media could find applications to treat psychiatric disorders.ObjectiveThis paper summarizes available data in the literature about therapeutic interventions using SG in psychiatry.MethodA Medline search was conducted in May
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Keywords : Psychiatry, Video game, Psychotherapy, Serious game, Psychiatric disorder
Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against ea
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Keywords : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
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
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Keywords : Serious Game, Video game, Smartphone, Serious Gaming, Pokemon Go, Gameplay, Research
Retrogaming #2 : La Vectrex Date, heure et lieu de l'événement :Mercredi 8 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 2eme session Rétrogaming se propose de (re)découvrir la console de jeu Vectrex (MB, 1982). Sur un plan pratique cet atelier se p
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Keywords : Retrogaming, History, Videogames, Vectrex
Retrogaming #1 : Introduction Date, heure et lieu de l'événement :Mercredi 1 juin 2016 de 13:00 à 14:00 (heure avancée d’Europe centrale Heure : France)Serre Numérique2 rue Péclet59300 ValenciennesFrance Assister à l'Evénement Cette 1ere session Rétrogaming introduira le sujet en proposant une frise temporelle qui passe en revue la préhistoire du jeu vid&eacut
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Keywords : Serious game history, Video Game history, Retrogaming, Workshop
Abstract Recent advancement of the technology on hand gesture tracking devices provided new opportunities for Human Computer Interaction (HCI). Although great progress has been made by leveraging devices like Leap Motion, most of the focus is on the entertainment domain. This research project focuses towards virtual rehabilitation using serious games, by improving the cognitive and motor skills of the children with special needs. Proposed hypothesis included the implementation of 3D mouse t
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Keywords : Serious game
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
Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
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Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game