Abstract:Wrist injuries are a common and frequent health issue requiring rehabilitation. Occupational and physical therapists create individual exercises for their patients, which include both ambulatory/stationary and home exercises. Practice and literature show, however, that autonomously performed exercises are likely not carried out accurately and may endanger progress of rehabilitation. We propose the design of WristDroid - an Android-based serious game to leverage execution of home exercis
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Keywords : serious games, injuries, medical computing, patient rehabilitation, patient treatment
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured environments – although more and more complex and less defined. For all that, despite of the proximity of these abstract concepts, the process of gamification promotes a brand new model of engagement into the activity, inviting workers to expl
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Keywords : gamification, Ludification, Gameplay, Labor, Serious games, Activity, Cooperation
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
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Keywords : serious game, artefact, activity, productivity, unproductivity
Abstract Microsurgery of the middle ear requires high dexterity due to the finesse and the extreme sensitivity of the structures involved. Learning this surgery is delicate and is performed at the end of the residency. This work focuses on the development of a mechanical finite element model of the anatomical structures that compose the middle ear in order to design a surgical simulator. The objectives are to provide a versatile tool for learning and training of the surgery by surgical pra
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Keywords : Medical and surgical simulations, Robotics, Computer science, Haptics, Minimally-invasive, Educational, Microsurgery
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
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
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Keywords : Call for papers, Serious Gaming, Serious Game, education, projects with students, level design, case studies, Modding
Introduction The value of video games for learning is a controversial issue that has fueled numerous investigations since the first electronic games captivated generations of young people and children in the 80s (and Méndiz De Aguilera, 2004). While, initially, there were suspicions to believe that video games could be useful in education and training field currently, it is a widely shared by both researchers concept, for educators (Del Moral, 2010; Gros, 2009, Gros, 2000 Etxeberr&ia
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Keywords : Video games, Learning, Values
Research on digital game-based learning indicates that this learning method can be - under certain conditions - more efficient than other traditional teaching methods, such as textbooks, or web-based learning. Without additional support learning from games may or may not occur, this is why instructional support should be used in educational settings. The present study focuses on testing with feedback as a type of instructional support with great promise. Testing is widely used in almost all clas
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Keywords : Digital game-based learning, Learning from games, Testing, Feedback
ABSTRACT In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier.
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Keywords : Learning
================================================================================= International Scientific Symposium "Games for all purposes? Appropriation, Repurposing and Rejection" ================================================================================= On 4 and 5 June 2013 in Valenciennes, during the "e-virtuoses" scientific convention, dedicated to the use of games and play (digital or not) for utilitarian purposes, we will host a scientific
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Keywords : Serious Game, Serious Gaming, Gamification, Serious Play, Evaluation, Uses, Organisation, Transformation