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
AbstractIn 2010 the eruption of the Icelandic volcano Eyjafjallajökull paralyzed a large part of the European air traffic. Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan. To
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Keywords : Air traffic management, Decision-making, Serious games
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
AbstractThe evolving technologies of the game engines and the Web have reached a level of maturity that enables them to contribute significantly to the long-celebrated blending of culture and education with gaming. In this work, we present DynaMus, an innovative fully dynamic Web-based virtual museum framework that relies entirely on users’ creativity and on the exploitation of the rich content in distributed Web resources. DynaMus is able to connect to popular repositories, such as Europe
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Keywords : Dynamic, Virtual museum, Virtual exhibition, Game-based learning, Distributed data, Cultural resources
When is a serious game serious?by Dr. Holger Sprengel, Andrew Pomazanskyi (Nurogames GmbH)The video game industry is doing better than ever before. What we used to think of as “children’s play” not too long ago has now grown into an industry with revenues of $81.5 billion in 2014 (1) which was more than twice that of the international film industry for the year 2013. As such, the number of different types of games has been steadily increasing.One such type of video games
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Keywords : Serious Game
Learning of programming and, more generally, of computer science concepts is now reaching the public at large. It is not only reserved for people who studied informatics (computer science) or programming anymore. Teaching programming to schoolchildren presents many challenges: the big diversity in ability and aptitude levels; the big amount of different tools; the time-consuming nature of programming; and of course the difficulty to motivate schoolchildren to keep them busy with hard work. There
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Keywords : Game-based learning, Gamification, Learning programming, Online programming platform, Programming contest
En 2002, l’armée US propose America’s Army, un Serious Game qui correspondrait aujourd’hui à un “Call of Duty" ou “Battlefield”. Sauf que… America’s Army est diffusé gratuitement sur Internet, et téléchargé sans surprise par plusieurs millions de joueurs dans le monde !
Keywords : Serious game, Serious Gaming, Serious Diverting, Serious Modding, Level design, Game design
The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-bank
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Keywords : e-Commerce , Gamification, Online games, Software development, Information technology, Web design, Technology acceptance, e-Banking