The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are ne
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Keywords : Medical games, Health games, Health technology, Service ecosystems approach
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
The IDATE institute proposes for free the 2010 Serious Games study. It is the 2nd edition. The first one was published in 2008. The serious gaming market is of considerable importance. As the link between traditional video games and practical software, serious games offer a genuine opportunity to develop a sector that is all too often considered a niche. Furthermore, they offer huge potential for growth: "In 2008,” comments Laurent Michaud, project leader of the report
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Keywords : Serious Game, Serious Gaming, Market, Health, Communication, Advertising, Military, Education
A selection of "Serious Games", i.e. games designed for purposes going beyond entertainment, to teach science, biology and geology. -= Presentation slides (in french) =- (Flash file - click inside the left or right side of the window to browse through the slides)
Abstract:Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that needs to be understood before endeavouring further into the infusion of gamification in edu
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Keywords : secondary school, student achievement, gamification element, science learning
AbstractVirtual environments are synthetic computer simulations that represent activities at a high degree of realism, and which are presented to a user in such a way that s/he temporarily suspends belief and accepts them as real environments (see Witmer & Singer, 1998). Virtual Environments (VEs) allow people to communicate as avatars, which are digital visual projections that represent a synthetic reality (Fox & Ahn, 2013), so that individuals can change aspects of their identity,
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Keywords : Defence, Serious game
AbstractThis paper focuses on the analysis of serious games. We analysed and evaluated serious games, and particularly their training aspect, based on the classification method of Djaouti et al. (2011b). Further, we evaluated existing training games and based on the results developed a civil defence training game for Korea. The game has been designed to train professional civil defence personnel based on pedagogical features of serious games for training. This research can serve as the groundwor
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Keywords : Serious games, Pedagogical features, Civil defence training, Training games, Game-based training, Safety education
Digital games are everywhere. Once just a fixture in family living rooms, they're now being played in almost every setting imaginable—in schools, at the workplace, restaurants, in the backseats of cars, and on subway platforms—and by individuals of all ages, from ... References (1) : Djaouti, D., Alvarez, J., Jessel, J., Rampnoux, O., Origins of Serious Games. In Ma, M., Oikonomou, A., Jain, L. (eds.), Serious Games and Edutainment Applications. Springer-Verl
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ABSTRACT One of the main problems involving the process of teaching and learning in the field of Artificial Intelligence (AI), it is the fact that the students possess a superficial understanding of algorithms and techniques presented in class, due to lack of exercise them in practice. In view of this, in this paper, we made a brief description of the main characteristics of intelligent agents and simulation environments, and we approach how the games can take a "serious" characte
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Keywords : Artificial Intelligence, Serious Games, Intelligent Agent, Simulation Environment, Bomberman X
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