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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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
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This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetiti
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Keywords : Game-based learning, Neuroscience, How to learn, Primary school
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
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Keywords : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
The One Fork Restaurant DX takes place in a restaurant where many customers are coming to eat, but unfortunately the restaurant only has a single fork! So the customers have to share it to eat their meals, but they aren't really patient.. Move the fork from one customer to another by clicking on them (or their tables). The patience of each customer (represented by the gauge below them) slowly decreases when they are waiting for the fork. Help them eat their food bowl before they
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Keywords : the one fork restaurant dx, game, flash, android, casual, ludum dare
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
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Keywords : Digital game-based learning, Serious game
Executive SummaryIn the case of bad hires companies are facing high costs. This is especially true for big and well-known companies, as they are receiving lots of applications every year for diverse positions. Hence, these companies have to establish a process in which they can select suitable applicants in an efficient way. In order to achieve this, employees of the HR-department can use different tools and methods. A relatively new method is the use of gamified self-assessment simulations.In t
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Our research into the enterprise gamification domain was designed to investigate the different objectives, purposes, target audiences, game design patterns and technology used in gamified implementations. We found that a formal classification system was not only absent, but that it was essential to provide a baseline for developing and comparing gamification design strategies. To this purpose we identified 304 publicly available case studies of organizations that self-identified as having undert
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Keywords : Taxonomy, Gamification, Enterprise systems, Classification, Design, Information systems, Strategic management, Serious games