Zusammenfassung Aufgrund der zunehmenden Technologisierung ist die Entwicklung von Assistenzsystemen unentbehrlich, da Operateure bei der Durchführung komplexer Prozesse unterstützt werden müssen. Künftig werden soziotechnische Systeme entstehen, im Rahmen derer Menschen und technische Systeme kooperativ interagieren. Diese Entwicklung der steigenden Automatisierung und der Tendenz zu kooperativen soziotechnischen Systemen ist auch im Luftverkehrsmanagement zu erwarten. Aller
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In this article, we examine the way in which fourteen heritage sites use serious games as a tool for cultural education. Our three-step analysis model (input, process and outcome) addresses the types of content offered, the characteristics of the games and their cognitive, emotional and communicative aims. References (1): Alvarez J., Djaouti D. et Rampnoux O. (2011), Typologie des serious games, in Rufat S., Ter Minassian H. (dir.), Les Jeux vidéo comme objet
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Keywords : Cultural heritage, Serious Game, Cultural education
The reiterating demographical statistics have been consistent in elaborating the growing rate of the aged population in both developing and developed countries. Currently, steady increase in lifespan of certain populations has been observed which further exacerbates this trend. Governments and other stakeholders in health care have embraced solutions from various disciplines in improving the wellbeing of their elderly citizenry. Serious Games (SGs) are games that have been designed to accomplish
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Keywords : Serious Games, eHealth, elderly health care
Diabetes Mellitus Type 1 is a disease that mainly affects children and adolescents and if not handled carefully can lead to several complications . It is therefore proposed the use of a Serious Game for Health , in order to help these children in the learning process about the disease. References (1): ALVAREZ, J. et al. Serious games: Training & teaching-healthcare-defence & security-information & communication. IDATE, France, 2010.
Keywords : Diabetes, Games, Serious Games, Health Games
This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Keywords : Mobile learning, Augmented reality, Serious games, Design-based research, Physics
From programming ‗home-brew‘ games, to modifying the content of existing commercial titles, digital gaming can be regarded as a potential gateway into more serious uses of computers; welcoming some while repelling others. The socio-demographic makeup of computer science, games development and related areas of work are of interest to feminist scholars of culture. In light of skills shortages, industry is also interested in increasing women and ethnic minorities‘ participation in
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Keywords : Games
Abstract:Wrist injuries are a common and frequent health issue requiring rehabilitation. Occupational and physical therapists create individual exercises for their patients, which include both ambulatory/stationary and home exercises. Practice and literature show, however, that autonomously performed exercises are likely not carried out accurately and may endanger progress of rehabilitation. We propose the design of WristDroid - an Android-based serious game to leverage execution of home exercis
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Keywords : serious games, injuries, medical computing, patient rehabilitation, patient treatment
Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focus
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Keywords : User-generated video gaming, Participatory cultures, PlayStation Network, Little Big Planet
Keywords : Serious game, Exchange students, Germany
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured environments – although more and more complex and less defined. For all that, despite of the proximity of these abstract concepts, the process of gamification promotes a brand new model of engagement into the activity, inviting workers to expl
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Keywords : gamification, Ludification, Gameplay, Labor, Serious games, Activity, Cooperation