This review examines the literature on Serious Games used as learning tools for people with intellectual disabilities. Although intellectual disabilities are a very broad field where each individual has very specific characteristics, it would be beneficial to have general evidence-based recommendations about how to design videogames adapted to their cognitive requirements. Thus, the purpose of this paper is to identify and review the available literature on Serious Games for intellectual disabil
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Keywords : Serious Game, Health games, Videogames, Intellectual disabilities
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 growing more and more in the context of lifelong training and initial education.They cover several areas (human science, engineering science, life science, ...) that are used for industrial oracademic purposes. However, some fields induce specific issues. Thus, in the ind
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Keywords : Serious Games, Formatting, Virtual Reality, Interaction
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:Continuous developments in the web and computer technologies along with an increasing availability of game engines contribute to an expansion of techniques that bridge culture and education with gaming. In addition, open linked data technologies pave the way towards the semantic web of the future by exploiting the abundance in data availability. In this work we present an innovative and content-dynamic web-based framework, which relies and exploits the rich content of distributed web cu
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Keywords : Games, Three-dimensional displays, Engines, Cultural differences, Buildings, Virtual environments, Navigation
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempor
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Keywords : Cultural heritage, Serious game
Abstract: Due to the absence of high-level authoring environments and support for non-technical domain experts to create custom serious games, a model-driven authoring framework is presented in this paper. Through model-driven authoring, non-technical people can manipulate the 3D visuals of their serious game, model the scenarios of the game, and even easily add non-linear narrative to the game. The different tools and methods have been implemented and are currently used to build a serious
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Keywords : Serious game, Cyberbullying, Adaptivity, Scenario generation, Non-linear gameplay, Sandbox, Model-driven authoring
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this ga
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Keywords : Serious games, Educational serious games, Serious games analysis, Serious games design, Activity theory
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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