AbstractContextThe growing field of new technologies offers new ways to tackle psychiatric disorders (e.g. virtual reality therapy, neurofeedback, etc.). Serious games (SG) are computer applications combining serious aspects with the fun side of video games. This kind of new media could find applications to treat psychiatric disorders.ObjectiveThis paper summarizes available data in the literature about therapeutic interventions using SG in psychiatry.MethodA Medline search was conducted in May
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Keywords : Psychiatry, Video game, Psychotherapy, Serious game, Psychiatric disorder
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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Keywords : 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
AbstractEntrepreneurship constitutes a key driver providing jobs and wealth creation. Besides, promoting entrepreneurship can play significant role to ensure the prosperity of a society. In this respect our article aims to foster entrepreneurship education, through focusing on the effectiveness of serious games as educational tools, whose goal supporting young people to actively being entrepreneurs. In this paper, we unveil the entrepreneurial context notably at the national level, where we high
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Keywords : Entrepreneurial learning, Learning process, Serious games, Entrepreneurship education
This technical paper details the development of a board game designed to help technical communication students understand scrum-based agile project management, as well as assist practitioners in introducing scrum management to a team unfamiliar with the process. I ground the development and design of the game with a literature review of scholarship on agile project management, games in education and business, and collaboration. I present my methodology in the form of a game design document (GDD)
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Keywords : Board game, Design, Scrum, Education, Methodology, Game design
(Broacasting our studies)
Abstract Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and crossreferenced against ea
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Keywords : Business Management Simulation Game, Technology Enhanced Learning, Serious Gaming, Best Practice
The overlap of different features of pervasive games based smart learning systems (PGBSLSs) including the ludic aspect, the pervasive aspect and the educational aspect adds complexity to use requirements at design time and Runtime. Many methodologies and frameworks that make use of requirements models can be found in the literature, but very few of them use ontologies to ground the models that are used in PGBSLSs development. We propose in this paper a semantic model in the requirements engineer
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Keywords : Pervasive games, Smart Learning, Requirements Engineering, Ontology
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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Keywords : Games, Diseases, Systems architecture, Monitoring, Medical treatment, Stakeholders, Systems architecture
Abstract Gameplay is commonly considered to be a voluntary activity. Game designers generally believe that voluntary gameplay is essentially different from mandatory gameplay. Such a belief may be a challenge for serious games, as instruction is usually mandatory. The article describes the outcomes of two experiments on the impact of voluntariness on the learning effect and enjoyment of a serious game. In the first experiment freedom of choosing to play a serious game was studied, with part
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Keywords : Serious games, Learning effect, Enjoyment, Mandatory play
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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Keywords : Serious game, Success factor, Gaming experience, Content implementation, Implementation process, Analysis framework