AbstractThis article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game’s educational properties. The content of the proposed taxonomy category is presented and the properties selected are explained with regard to thei
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Mots-clés : Educational business game, Education, Business game, Edugame
This study intends to use data visualization to examine learners’ behaviors in a 3D immersive serious game for middle school science to understand how the players interact with various features to solve the central problem. The analysis combined game log data with measures of in-game performance and learners’ goal orientations. The fi ndings indicated students in the high performance and masteryoriented groups tended to use the tools more appropriately relative to the stage they were
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Mots-clés : Serious games, Problem-based learning, Middle school science, Learner behaviors, Goal orientation
Research oriented teaching in universities provides opportunities to support the student's desire to explore. A student's learning success can benefit from gamified project work, especially when students face self-guided learning processes in demanding educational activities. Gamification is defined as the use of game elements in a non-game context. Games offer the chance to improve the motivation of students, support group work, train communication skills and introduce the capacity for experime
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Mots-clés : Gamification, Serious Game, University Education, Learnstrument, Lego
ABSTRACT Fields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, w
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Mots-clés : Serious games, Instructional levels, Epistemology
ABSTRACT Examining the progressive and optimistic rhetoric about serious games in healthcare as a starting point, this thesis analyses the rhetoric of progress in medical media instruments and applications as recurring discursive building blocks in media history. It argues that the narrative of serious games history - a rhetoric that operates from within fixed values and beliefs about technological innovation - is part of a longstanding tradition in medical media history that shares partic
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Mots-clés : Serious games, Healthcare, Rhetoric of progress, Media archaeology, Material discourse analysis, x-ray, Microscope
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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Mots-clés : Serious Games, elderly health care, eHealth
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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Mots-clés : Games
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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Mots-clés : User-generated video gaming, Participatory cultures, PlayStation Network, Little Big Planet
Games are a convenient method of preparing foreign exchange students for the challenges they are going to encounter living in a foreign country. In this paper, we describe the background, concept, and usage of a game called Study-Town created for the German Academic Exchange Service DAAD. The game prepares the foreign exchange students coming to Germany for typical German peculiarities. References (1): Djaouti, D., Alvarez, J., Jessel, J.P., Rampnoux,O. (2011): Origins of Serious Games
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Mots-clés : Serious Game, Echange étudiants, Allemagne
Abstract:Despite our exposure to advergames, and studies about their effects, we know very little about the other side of the coin, i.e., advergames developers. In this paper, we report on a study of advergames development companies in the Netherlands. After deriving statements concerning the advergames market through three interviews, we cross-validate these statements with eight companies. Several statements are statistically significant, including the following: advergames are increasingly be
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Mots-clés : Customer loyalty, Netherlands, Advergames development companies, Technological platforms, Social media components, Advertising companies