نتایج جستجو برای: serious games
تعداد نتایج: 170387 فیلتر نتایج به سال:
Our contribution discusses the possibilities and limits of using video games for apprehending and reflecting on the moral actions of its players. We briefly present the results of an extended study [1] that introduces the conceptual idea of a Serious Moral Game (SMG). We outline its possible application in bioethics for training medical professionals such that they can deal better with moral pr...
Serious Games have been established over recent years as a means of utilising gaming for applications other than entertainment. With the emergence of the Internet of Things (IoT) paradigm, a new direction for serious games arises, where data gathered from the physical environment can be utilised towards new novel applications. This literature survey uncovers existing topologies that can be appl...
.................................................. 3 Introduction .............................................. 3 Motivation and Learning ................................ 5 Storytelling and Motivation ............................ 7 Basics of Storytelling in Computer Games ................................... 11 Parasocial Design and Interactive Storytelling in Computer Games ...... 14 Rewards a...
Games are often considered a pastime for the youth, and most digital games are specifically designed to appeal to this demographic. Recently however, there has been an increased focus on “serious games” intended to produce positive effects for elders (i.e., older adults aged 65 and above). Digital games have been shown to have potential beneficial effects on elders' cognitive abilities (e.g., [...
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user identi cation in serious games. This applies to heterogeneous user groups in particular, since they can bene t from customized experiences that respond to the individual traits of the players. In the context of games, adaptivity describes the automatic adaptation of game elements, i.e., of content, u...
The term Serious Game includes a wide, heterogeneous field of digital games with varying purposes and objectives and for a multitude of different application areas. All in common is the underlying software. This chapter gives an overview on the technical aspects of serious games including their software architectures and engines. As the general topic is manifold and the technical aspects of ser...
Serious games have become both a growing market in the video games industry (Alvarez and Michaud 2008; Susi et al., 2007) and a field of academic research (Ritterfeld et al. 2009). While the vast majority of these games are targeted at learning and education, many studies and texts on serious games lack overviews of the possibilities of using serious games for learning. To address this issue we...
This number of the EAI Transactions on Serious Games is dedicated to a set of ongoing research and development projects in this area. The selected articles represent very well the diversity of approaches, contexts and objectives that foster and render highly dynamic this area of study. In Europe, several funding programmes like the 7 th Framework Programme, the Lifelong Learning Programme and t...
The tangible interaction approach has, in recent years, become a promising alternative to tactile interaction for very young children. Children playing with Tangible User Interfaces (TUI) are motivated by the novel and digital environment and benefit from the same values as conventional physical playing. Young children build their mental image of the world through action and motor responses and...
In this paper, we describe the structure and content of a proposed workshop to discuss innovative methodological approaches to Serious Games for creative learning. A special emphasis is given to state-of-the-art research work and cross-discipline approaches (e.g. the mix of Storytelling and Serious Games). In addition, different case studies coming from very different European (research) projec...
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