Researchers and health professionals have long been curious about the potential of electronic games for purposes beyond entertainment. This topic is of particular importance given the rapid growth of the game industry, whose products are enjoyed by over 1.5 billion people worldwide (EEDAR, 2015), many of them on mobile devices. As the number of smartphone users continues to grow, with conservative estimates projecting a rise from 2 billion worldwide at the end of 2015 to 6.1 billion in 2020 (Eri
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(Broacasting our studies)
Résumé : Claiming mix game and utilitarian goal, serious games tend to challenge traditional definitions of the game, free activity, separate and unproductive. For the researcher, they can be useful objects to query the boundary between what is a game and what is not a game. To clarify these issues, we submitted as part of an ethnomethodological investigation a set of serious games to a student audience. The results allow to understand the components of the playful
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Keywords : serious games, playful attitude, playful perception, boundary object, ethnomethodology
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always strong links between those two kinds of games. It seems thus clear that a mutual lighting should make us wonder about the singularity or complementarities of the two areas. We propose to look at some of these existing links and contrasts between tr
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Keywords : video game, tabletop game, board game, Serious games, Gameplay, Play, e-sport
The healthcare sector is currently in the verge of a reform and thus, the medical game research provide an interesting area of research. The aim of this study is to explore the critical elements underpinning the emergence of the medical game ecosystem with three sub-objectives: (1) to seek who are the key actors involved in the medical game ecosystem and identify their needs, (2) to scrutinise what types of resources are required in medical game development and what types of relationships are ne
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Keywords : Medical games, Health games, Health technology, Service ecosystems approach
The main research question addressed in this thesis is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant knowledge gain in combination with positive player experience. Games differ in type if they differ at least by one game feature. As a first step we identified a comprehensive set of unique game features, summarised in the Game Elements-Attributes Model (GEAM), where elements are the defining components that all games
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Keywords : digital educational games (DEG), Game Elements-Attributes Model (GEAM), Video Games, Classification
Abstract:Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that needs to be understood before endeavouring further into the infusion of gamification in edu
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Keywords : secondary school, student achievement, gamification element, science learning
AbstractThis paper focuses on the analysis of serious games. We analysed and evaluated serious games, and particularly their training aspect, based on the classification method of Djaouti et al. (2011b). Further, we evaluated existing training games and based on the results developed a civil defence training game for Korea. The game has been designed to train professional civil defence personnel based on pedagogical features of serious games for training. This research can serve as the groundwor
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Keywords : Serious games, Pedagogical features, Civil defence training, Training games, Game-based training, Safety education
Abstract—Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit int
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Keywords : Assessment Grid, Education, Serious games, SG-LOM
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
RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems. THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this i
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Keywords : Education, Game, Gamification, Initiative