There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this ga
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Keywords : Serious games, Educational serious games, Serious games analysis, Serious games design, Activity theory
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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Abstract:Serious games are an emerging technology that is growing in importance, providing benefits beyond pure entertainment in order to improve the users' realistic experience. Nowadays, there is increasing concern for people with cognitive troubles. Their cognitive capabilities could be improved so they can lead a better life. Serious games have great potential in stimulating cognitive abilities for different target audiences via multiple devices. Classifications of serious games should help
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Keywords : Serious games, Classification, Analysis, Cognitive stimulation
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Keywords : Health games, Children
IntroducciónLos juegos son tácticas estratégicas para facilitar el aprendizaje y han sido utilizados en todos los niveles en los contextos educativos. Estos son reconocidos como medios significativos para desarrollar el pensamiento estratégico, trabajo de equipo, tolerancia al riesgo, y autoconfianza, entre otros impactos positivos (Feng Liu y Chen, 2013). La inserción rápida de las tecnologías digitales y video, cubriendo todos los espacios de la
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AbstractVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning.Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept l
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Keywords : Virtual reality, Teaching/learning strategies, Interactive learning environments, Applications in subject areas, Secondary education
Insert Coin is a funny one-button game where you have to trick an arcade cabinet into giving you credits, by using a coin attached to a string. This game was created in 72h for the #indiesVSgamers competition hosted by GameJolt on the theme "Arcade". The game is also freely available on Android . In this game, you'll have to "buy" as many credits as possible from an arcade cabinet using a single coin. The coin is tied to a string. After inserting the coin, you can pull t
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Keywords : arcade, indiesvsgamers, one button, android, flash
Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa (BN). Cognitive behavioral therapy (CBT) is the treatment of choice for BN, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with BN, examining the effectiveness of using a videogame (VG; Playmancer) as an additional
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Keywords : eating disorders, bulimia nervosa, impulsivity, serious game, A-B-A-C-A design
Although research shows the link between flow and social interaction, this study explores the role of ICT skills in order to experience flow and social interaction. I used constructivism theory as it explains how humans make meaning from personal experiences, social interaction and tools (e.g., language and computer). The theory of flow was applied because it stipulates that people experience flow when they are fully engaged in any activity (Nakamura & Csikszentmihalyi 2002). Four participan
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Keywords : Online protocol, Social interaction, Social games, WOW, Quality of Life (QOL), Flow, MMORPG
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