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
ABSTRACT With more than 1.5 billion gamers around the world as of the end of 2015, with further growth projected as mobile devices achieve greater market penetration, there has been a great deal of interest in using games for purposes beyond entertainment. However, gamification and serious games often fail to engage prospective users, generate commercial interest, or meet longterm objectives, due to mismatched expectations, failures in communication, and lack of understanding of design
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Keywords : WellBeing Theory, Game Design, InterProfessional Collaboration, Psycholog
=================Résumé de la conférence================= Datagame : Crowdsourcing Métriques & TracesCette présentation a pour objectif de présenter le concept de Datagame, une catégorie de Serious Game associé à des échanges de données.Les Datagames nous renvoient notamment au concept de Crowdsourcing qui sera expliqué.Ces éléments expliqués, il conviendra de comprendre ce que sous-
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Keywords : Datagame, Metrics, Serious Game, Data Base
This paper updates and builds on ‘Modelling with Stakeholders’ Voinov and Bousquet, 2010 which demonstrated the importance of, and demand for, stakeholder participation in resource and environmental modelling. This position paper returns to the concepts of that publication and reviews the progress made since 2010. A new development is the wide introduction and acceptance of social media and web applications, which dramatically changes the context and scale of stakeholder interactions
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Keywords : Citizen science, Social media, Serious games, Crowdsourcing, Biases, Uncertainty
Researchers and health professionals have long been curious about the potential of electronic games for purposes beyond entertainment. This topic is of particular importance given the rapid growth of the game industry, whose products are enjoyed by over 1.5 billion people worldwide (EEDAR, 2015), many of them on mobile devices. As the number of smartphone users continues to grow, with conservative estimates projecting a rise from 2 billion worldwide at the end of 2015 to 6.1 billion in 2020 (Eri
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(Broacasting our studies)
Résumé : Claiming mix game and utilitarian goal, serious games tend to challenge traditional definitions of the game, free activity, separate and unproductive. For the researcher, they can be useful objects to query the boundary between what is a game and what is not a game. To clarify these issues, we submitted as part of an ethnomethodological investigation a set of serious games to a student audience. The results allow to understand the components of the playful
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Keywords : serious games, playful attitude, playful perception, boundary object, ethnomethodology
The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
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Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification
Resumen de la tesis Los juegos digitales tienen la capacidad de introducir al sujeto, de fuera hacia dentro, en un espacio de significación consensuado por los jugadores. Sin embargo, también tienen un gran potencial para hacer emerger el contenido del juego a la vida del sujeto, de dentro hacia fuera. Igualmente, el arte crea un espacio de significación consensuado que, además de permitir la inmersión, admite la emersión del contenido del arte a la
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Keywords : Art, Video Game, Serious Game, Gamification, Immersion
Abstract: The article is dedicated to trending topic on gamifi cation of education. Nowadays video games and game technologies are important parts of modern educational technologies. The aim of the study is to develop mechanism for determining the possibility of using video game mechanics in gamifi cation. The authors described the classifi cation of video games and game mechanics based on literature review of English and Russian authors. The new evaluation method based on the computation o
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Keywords : Gamification, Education, Video games genres, Video games classification, Game mechanics, Gameplay, Method to evaluate gameplay, Flow state
Since 2002, there has been a growing interest in serious games, thanks to the prospects they promise to offer in terms of prevention, training, education, learning, therapy, communication, training, data collection and more.Ten years later, in 2012, the first e-virtuoses international scientific symposium dedicated to studying the impact of serious games was held in Valenciennes. Entitled “Evaluating and measuring the impact of serious games”, the colloquium aimed to help sponsors, p
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Keywords : Serious game, Evaluation