ABSTRACT Serious game provides an instructional tool to make the learning process more enjoyable, easier to memorize and effective. It combines pedagogy goals and game play to increase the participant interest and engagement compared to traditional methods. In this paper, we compare several methodologies of game design relative to our classification proposal; it can assist the analysis and evaluation of serious game design, we illustrate how this classification helps several actors of desi
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Keywords : Comparative Study, Serious Game, Learning, Game Design
In this article, we describe a pedagogical experiment aimed at understanding the motivation drivers for the involvement of game design students in the development of serious game projects. This experiment was developed as a case study for the assessment of specific measures and hypotheses towards involving students in the design of a themed serious game (non-violence). Website of ECGBL 2016 ECGBL Program Read Paper
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Learning, Game design, Non-Violence, Video game
AbstractSerious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices.
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Keywords : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
AbstractThis chapter aims to provide the reader with basic knowledge about the experiment as a general method that can be applied towards serious games research and evaluation. It explains the main terms and rules of the experimental design, as well as points out the main risks and difficulties to avoid. The chapter also explains the differences in possible conclusions between true experiments, quasi-experiments, and correlational studies. References (1): Djaouti, D., Alvarez, J., Jess
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Keywords : Experiment, Experimental design, Variables, Validity, Biases, Samples, Quasi-experiment, Correlational study
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
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
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
AbstractDesigning serious games is a complex process because finding the right balance between the ‘serious' and the ‘game' dimensions is vital, as pointed out in some meta-analyses (Wouters, et al. 2013). If educational content prevails over the entertainment element, users' motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another ma
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Keywords : Serious game, Design, Education, Digital games, Modèles
ABSTRACT Open linked data technologies pave the way towards the semantic Web of the future by a) exploiting the abundance in data availability, b) enhancing the continuing application developments in the Web and computer technologies, c) increasing the availability of game engines towards an expansion of techniques and d) bridging culture and education with gaming. In this context, we introduce an innovative and content-dynamic web-based virtual museum, which relies and exploits the rich c
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Keywords : Virtual museum, Virtual exhibition, Gamification, Interactive cultural exhibition, Open link data
Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents’ knowledge of potential future eruptive hazards (ash fall, pyroclastic
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Keywords : Volcanic, Serious game, Videogames