Keywords : Serious game, Health, Health game, Typology
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
[...]
GameDev Days 2015 Program: http://gamedev.ee/REGISTRATION AND COFFEE09:00 - 10:0009:15 - 10:00VLADIMIR FUNTIKOV (CREATIVE MOBILE)Opening speech10:00 - 10:30 KATRIN SAKS (BALTIC FILM AND MEDIA SCHOOL)Opening speech10:00 - 10:1510:15 LISSA HOLLOWAY-ATTAWAY (HÖGSKOLAN I SKÖVDE INSTITUTIONEN FÖR INFORMATIONSTEKNOLOGI)The Gamification of Vision in the Museum: designing affective learning for cultural heritage10:15 - 11:0010:30ANDRÉ BERNHARDT (INDIE ADVISOR)State o
[...]
Keywords : Serious Gaming, Serious Game, Serious Diverting, Serious Modding
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
[...]
Keywords : serious game, artefact, activity, productivity, unproductivity
AbstractThis thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning
[...]
Keywords : Serious games, Serious gaming, Game-based training
ABSTRACT This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners’ perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used f
[...]
AbstractThe recent shift in healthcare delivery from that of the hospital to the community calls for skilled community health nurses. The role and practice of community health nurses differs from that of a nurse clinician. Unlike the skills required for that of a nurse clinician, much of the skills required for community health nursing and their application cannot be developed and practised within newly developed and highly innovative practice laboratory facilities where the focus of patient car
[...]
Keywords : Virtual Simulation, Serious Game
Special session about serious gaming during the 6th Global Conference: Video Games Culture Project, from Thursday, 17th July to Saturday, 19th July 2014, Mansfield College, Oxford, United Kingdom. Key words: serious games, serious gaming, education, projects with students, level design, case studies SimCity in geography lessons, Civilisation V for non-violence education, Read Dead Redemption as a means of addressing the history of the Far West… These
[...]
Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding
Abstract The purpose of this paper is to explore emergent learning in relation to playful interactions and instances of serious game conceptualization when combining the emerging and next generation technologies of ambient awareness with wireless grids. A review of the literature is presented for playful interactions and serious games in relation to ambient awareness and wireless grids. Using a case study approach and multiple methods of quantitative and qualitative data collection, the stu
[...]
Keywords : Ambient awareness, Ambient learning, Autonomy, Edgeware, Emergent learning, Emotion/affect, Playful interactions, Serious games