Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a
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Mots-clés : Digital game development, Educational game development, Game development life cycle, Game development methodology, Game development processes, Game development workflows, Game software quality evaluation, Game-based learning
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
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Mots-clés : Games, Diseases, Monitoring, Medical treatment, Biomedical monitoring, Stakeholders, Systems architecture
Serious games (SG) are computer-and video games with a primary focus other than entertainment. This is, they are made to educate, teach, inform and promote ideas. The current research focused on SGs' success factors and their emergence in SGs published in Finland in 2015. The research approach was qualitative and the research method was theory-based content analysis. First, the concepts of SG, SG design methodology and learning were discussed based on existing knowledge. Success factor related k
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Mots-clés : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework
AbstractDesigning serious games is a complex process because finding the right balance between the ‘serious' and the ‘game' dimensions is vital, as pointed out in some meta-analyses (Wouters, et al. 2013). If educational content prevails over the entertainment element, users' motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another ma
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Mots-clés : Serious Game, Design, Education, Jeux numériques, Models
ABSTRACT Open linked data technologies pave the way towards the semantic Web of the future by a) exploiting the abundance in data availability, b) enhancing the continuing application developments in the Web and computer technologies, c) increasing the availability of game engines towards an expansion of techniques and d) bridging culture and education with gaming. In this context, we introduce an innovative and content-dynamic web-based virtual museum, which relies and exploits the rich c
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Mots-clés : Virtual museum, Virtual exhibition, Gamification, Interactive cultural exhibition, Open link data
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclasti
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Mots-clés : Volcan, Serious Game, Jeux vidéo
AbstractThe evolving technologies of the game engines and the Web have reached a level of maturity that enables them to contribute significantly to the long-celebrated blending of culture and education with gaming. In this work, we present DynaMus, an innovative fully dynamic Web-based virtual museum framework that relies entirely on users’ creativity and on the exploitation of the rich content in distributed Web resources. DynaMus is able to connect to popular repositories, such as Europe
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Mots-clés : Dynamic, Virtual museum, Virtual exhibition, Game-based learning, Distributed data, Cultural resources
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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Mots-clés : Serious games, Effectiveness, Learning effect, Freedom of choice
Dans la recherche francophone, l'expression « serious gaming » est utilisée en anglais pour désigner la pratique du détournement de jeux vidéo visant trois nouvelles finalités fonctionnelles : la diffusion de message(s), la formation et la collecte de données. Les « serious games » se distinguent ainsi du « serious gaming » : si le résultat final peut sembler similaire (combiner des jeux à des fins &eacut
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Mots-clés : Serious Game, Serious Modding, Serious Diverting, Serious Gaming
Abstract Recent advancement of the technology on hand gesture tracking devices provided new opportunities for Human Computer Interaction (HCI). Although great progress has been made by leveraging devices like Leap Motion, most of the focus is on the entertainment domain. This research project focuses towards virtual rehabilitation using serious games, by improving the cognitive and motor skills of the children with special needs. Proposed hypothesis included the implementation of 3D mouse
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Mots-clés : Serious Game