An article about the history of the game X-PO 2089 Cyber Revolution. An extract of the article is available here.
Keywords : xpo 2089 cyber revolution, history, kalisto, playstation, unreleased, retro serious game
This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Keywords : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetiti
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Keywords : Game-based learning, Neuroscience, How to learn, Primary school
Abstract:This paper presents the evolving embodiments of “A Virtual Laboratory”, a VR-based videogame simulating an experiment of medical distillation in a medieval alchemy lab. Players are encouraged to acquire the knowledge needed to master the operations to be performed by consulting the digital representation of an ancient treatise on distillation hosted at the Gunnerus Library of Trondheim, The game is part of a larger project called MUBIL aimed at disseminating the knowled
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Keywords : Serious Games, Library, Virtual Environment, Immersion, Interaction, Learning
In this paper we investigate the possibility how to enable transfer of meaningful game information between different video games. We explore the benefits of ontologies as a solution to this problem, and present an initial version of Game Ontology, a first step towards achieving interoperability between games. References (1): D. Djaouti, J. Alvarez, J. Jessel, G. Methel, and P. Molinier. Towards a classification of video games. In Artificial and Ambient Intelligence convention (Artifici
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Keywords : Game, Video Game, Ontology
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
In this paper, we will present an educational game that we developedin order to teach a chemistry lesson, namely drawing a Lewis diagram. We alsoconducted an experiment to gather data about the cognitive and emotionalstates of the learners as well as their behaviour through out our gameby using three types of sensors (electroencephalography,eye tracking,&nbs
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Keywords : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Abstract. The access to large-scale imagery datasets has been a signifi- cant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-us
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Keywords : Serious games methodologies, Participatory sensing
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Keywords : Serious Game, Education