AbstractThis article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic for
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Keywords : Action, Chronology, Design, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Depth
Realizing the significant role that city plays in the development of human civilization, the influence it brings to people’s life in the modern society, as well as its absence in fields other than architecture, urban design, and urban planning, this research aims to study the multimodal metaphorical manifestations of civic imagery in picture books from a cognitive linguistic point of view. Relying on the Visual-Verbal Multimodal Metaphor Identification Procedure (VVMMIP) constructed by us
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Keywords : Multimodal metaphor, Metonymy, City, Picture books, Visual-Verbal Multimodal Metaphor Identification P, Magic surrealism, Multimodal Metaphorical Scenario Chain Reaction
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and moti
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Keywords : Serious game, Health, Health game, Gameplay
Abstract. For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction te
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The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa (BN). Cognitive behavioral therapy (CBT) is the treatment of choice for BN, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with BN, examining the effectiveness of using a videogame (VG; Playmancer) as an additional
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Keywords : eating disorders, bulimia nervosa, impulsivity, serious game, A-B-A-C-A design
AbstractThis article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game’s educational properties. The content of the proposed taxonomy category is presented and the properties selected are explained with regard to thei
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Keywords : Educational business game, Education, Business game, Edugame
Abstract : Because of the quick advance of ICT, it is said that we should change the teaching method for the young generation grew up in the environment of ICT including video games, who are called digital natives. Accordingly, the authors made a project to validate that the serious game is actually effective for the education, which is the digital game that has other purposes besides enjoyments like education, training and so on and interest digital natives. This introduces a serious game
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Keywords : Serious games, Mobile learning, Educational contents, Anatomy
This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching
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Keywords : Mobile learning, Augmented reality, Serious games, Design-based research, Physics