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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Mots-clés : e-Commerce, Gamification, Jeux en ligne, Développement logiciel, Technologie de l'information, Web design, Technology acceptance, Commerce électronique
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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Mots-clés : Medical games, Health games, Health technology, Service ecosystems approach
AbstractVirtual environments are synthetic computer simulations that represent activities at a high degree of realism, and which are presented to a user in such a way that s/he temporarily suspends belief and accepts them as real environments (see Witmer & Singer, 1998). Virtual Environments (VEs) allow people to communicate as avatars, which are digital visual projections that represent a synthetic reality (Fox & Ahn, 2013), so that individuals can change aspects of their identity,
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Mots-clés : Défense, Serious Game
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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Mots-clés : Serious games, Pedagogical features, Civil defence training, Training games, Game-based training, Safety education
Abstract The technological accompaniment of defence partners it’s a currently crucial issue in Portugal. It is mandatory walking side by side with the technologically most advanced countries in order to accomplish this purpose. The Military Academy, such an excellence school forming Army’s and National Guard’s officers, carry in its shoulders high responsibilities to provide a future commander’s competent formation. Is required to cadets, future commanders, to be pr
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Mots-clés : Simulation, Wargames, Tactics, Military Teaching, Military Making-Decision
Abstract:We are living in a world which is continually evolving and where modern conflicts have moved to the cyber domain. In its 2010 Strategic Concept, NATO affirmed its engagement to reinforce the defence and deterrence of its state members. In this light, it has been suggested that the gamification of training and education for cyber security will be beneficial. Although serious games have demonstrated pedagogic effectiveness in this field, they have only been used in a limited number of con
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Mots-clés : serious games, framework, cyber security
Abstract: Language learning is a set of techniques and methods used together to teach fundamentals of a language, including writing, reading, listening and comprehension. Usually begins by teaching letters. The purpose of this research was to initiate a scientific approach using serious games in order to discover a proper way to learn Kurdish language by writing approach. We studied related fields i.e. level of using technology with elementary school students, the method of teaching Kurdish
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Mots-clés : Serious game, Tutor intelligent, Kurdish language, Arami alphabets
Diabetes Mellitus Type 1 is a disease that mainly affects children and adolescents and if not handled carefully can lead to several complications . It is therefore proposed the use of a Serious Game for Health , in order to help these children in the learning process about the disease. Références (1) : ALVAREZ, J. et al. Serious games: Training & teaching-healthcare-defence & security-information & communication. IDATE, France, 2010.
Mots-clés : Diabetes, Games, Serious Games, Health Games
ABSTRACT The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of contex
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Mots-clés : Serious Game
Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultura
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