The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Keywords : e-Commerce , Gamification, Online games, Software development, Information technology, Web design, Technology acceptance, e-Banking
AbstractVoluntariness is an important feature of games. Serious game designers intend to generate engaging gameplay, which implies that voluntary play should be equally important for serious games as for entertainment games. This paper describes the outcome of a study on the impact of voluntariness on learning in a serious game. The results of 19 participants, randomly assigned to voluntary and mandatory gameplay, are analyzed to identify possible differences. The findings of this study suggest
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Keywords : Serious games, Effectiveness, Learning effect, Freedom of choice
AbstractWhile a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, whic
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Keywords : Personal Computing, Computers and Education, User Interfaces and Human Computer Interaction, Image Processing and Computer Vision, Artificial Intelligence (incl. Robotics), Software Engineering
AbstractInnovations being achieved with interactive devices (screens, sensors etc.) allow the development of new forms of interaction for many applications. Videogames played with these devices are completely changing how we use them and taking advantage of intuitive interfaces. Based on that, we ask “What aspects of playability are affected using different input devices for a certain gaming task and how is gaming performance affected?”. Our contribution is to present a practical eva
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Keywords : Emotions in HCI, Entertainment systems, Evaluation methods and techniques, User Experience, Input devices
Abstract During this project a serious game was created, which included a pedagogical agent to teach middle schoolers about art concepts. The game is used to test if the option to customise the agent would have an effect on fun, knowledge gain, and how the player rated the agent. This game consists of five mini games and a character creator. The mini games each focused on teaching a specific art concept; perspective, image cropping, composition, genre, and colour blending. The player can cu
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Keywords : Serious game
(Broacasting our studies)
Si les serious games font l’objet de nombreuses expériences de terrain dans l’enseignement primaire et secondaire, ils restent suspects aux yeux d’une partie de la communauté éducative. Que penser de leur potentiel éducatif ? Qu’en dit la recherche ? Quels jeux choisir et comment les utiliser en classe pour favoriser l’apprentissage ? Cet ouvrage répond à ces questions de manière claire et synth&eacu
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Keywords : Serious game, Edugame, Ludopedagogy, Education, School, Serious Toy, Learning
This book focuses on Serious Games for Education. It's aimed at teachers who wish to use games, digital or not, with their students. The book starts with a presentation of the main advantages and limitations of using Serious Games for teaching, based upon conclusions of several scientific studies conducted over this topic. It then exposes practical information: where can we find Serious Games? How to integrate them into a lesson? Is it possible to use "entertainment games" for educatio
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Keywords : serious game, school, education, examples, pratical guide
AbstractThe advent of mobile phone with a multi-megapixel camera and autouploaders has democratised photography. Taking pictures and acquiring annotations is no longer an expensive task as it used to be. Yet performing these tasks in a systematically way is still very cumbersome for most users. In this paper, we outline two game mechanics that can be exploited for the purpose of large-scale image sensing and content annotation. Our first mechanic allows for better control over when, how and wher
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Keywords : game mechanics, photography
In French-speaking research, the expression ‘serious gaming’ is used in English in order to refer to the practice of diverting videogames aimed at three new, functional purposes: the diffusion of message(s), training and data collection. ‘Serious games’ are thus distinguished from ‘serious gaming’: while the end result may appear similar (combining games with educational purposes), serious gaming applies new functions a posteriori. To highlig
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Keywords : Serious Gaming, Serious Game, Serious Modding, Serious Diverting
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