نتایج جستجو برای: serious games

تعداد نتایج: 170387  

2013
Markus Christen Florian Faller Cornelius Müller

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...

Journal: :Journal of Intelligent and Fuzzy Systems 2016
John Melthis Stephen Tang Po Yang Martin Hanneghan Chris Carter

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...

2008
Matthias M. Bopp

.................................................. 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...

2013
Karl C. Fua Swati Gupta David Pautler Ilya Farber

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., [...

2015
Alexander Streicher Jan Smeddinck

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...

2015
Heinrich Söbke Alexander Streicher

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...

2012
Johannes Breuer Gary Bente JOHANNES BREUER GARY BENTE

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...

Journal: :EAI Endorsed Trans. Serious Games 2014
Carlos Vaz de Carvalho

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...

Journal: :EAI Endorsed Trans. Serious Games 2015
Javier Marco Eva Cerezo Sandra Baldassarri

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...

Journal: :iJET 2010
Aristidis Protopsaltis Lucia Pannese Sónia Hetzner Dimitra Pappa Sara de Freitas

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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