The turn of the 20th and 21st centuries was a time of significant social and economical transformations. The progressive technologizing of our lives and the development of the information society impacted on the intensive cultural transformations. In the face of this new economic reality and the free‑market intense competition on the field of cultural offers, many institutions had to comprehensively reorganize their activities to meet the needs and expect
[...]
Keywords : Culture, Technology, Media, Museum
Abstract:The video-games market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, mean that videogame concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this article is to collect all the relevant articles published during the last decade and create a trend analysis about the use
[...]
Keywords : Games, Artificial intelligence, Decision making, Market research, Algorithm design and analysis, Decision trees, Industries
This paper falls within the scope of a global approach that ultimately aims to assess what types of support and in what proportions a trainer may have recourse to when they make use of play as a medium. To do this, it seems appropriate in our view to begin by establishing a first model to assess the initial teaching or training situation using play as a medium. To set up such a model, we choose to enrich an existing grid that was developed in 2006 by Sara de Freitas and Marti
[...]
Serious games are growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
[...]
Keywords : Serious Games, Formatting, Virtual Reality, Interaction
Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support
[...]
Keywords : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education
Serious Games are becoming increasingly popular. In all domains they are used to transfer content to players by mixing learning with pleasure in order to make teaching more easy and fun. However many of them are designed in an ad-hoc way without structure. Several research efforts have been conducted to tackle this deficiency and to improve the design of these games. Despite the vast literature, the domain is still in its infancy and scattered. Serious games offer great opportunities for le
[...]
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
[...]
Keywords : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Serious games have become a motivational engine to get knowledge, skills and fun at the same time. First of all, the player has to feel that he is play-ing a game where the learning is only a consequence of the playing actions and it is essential to use reliable sources of information to design them in order to obtain the desired results. In this paper, we propose the design and development of a serious game as learning tool and generator of interest about Tourette syndrome in a web-based enviro
[...]
Keywords : Attitudinal change, Computer-based training, Empathy, Entertainment, Game-based learning, Instructional technology
In this paper, we will present an educational game that we developedin order to teach a chemistry lesson, namely drawing a Lewis diagram. We alsoconducted an experiment to gather data about the cognitive and emotionalstates of the learners as well as their behaviour through out our gameby using three types of sensors (electroencephalography,eye tracking,&nbs
[...]
Keywords : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
[...]
Keywords : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship