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Dimensions of Interactive Pervasive Game Design: Systematic Review [PDF]
BackgroundAs the gaming industry grows around the world, playing pervasive games is becoming an important mode of entertainment.
Liu Kai, Wee Hoe Tan, Erni Marlina Saari
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Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space
António Coelho +15 more
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Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults [PDF]
Introduction Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that ...
Luciano HO Santos +6 more
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study [PDF]
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes ...
Arjoranta, Jonne +2 more
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Pervasive Games for Sexual Health Promotion: Scoping Literature Review [PDF]
BackgroundSerious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and ...
Claudio Rubio, Felipe Besoain
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Spatiotemporal modeling of a pervasive game [PDF]
Given pervasive games that maintain a virtual spatiotemporal model of the physical world, game designers must contend with space and time in the virtual and physical, but an integrated conceptual model is lacking. Because the problem domains of GIS and Pervasive Games overlap, Peuquet's Triad Representational Framework is exapted, from the domain of ...
Kim J L Nevelsteen
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This study aims to identify undergraduate students' perceived success factors in designing a pervasive game using an online flipped classroom approach.
Liu Kai, Wee Hoe Tan, Erni Marlina Saari
doaj +1 more source
Perceived pervasive skills acquired through educational games in an accounting undergraduate degree
Orientation: Learning should be active, experiential and fun. Research purpose: This study investigated the perceptions of students regarding the development of pervasive skills within an undergraduate accounting syllabus.
Marelize Malan, Vanessa van Dyk
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The elderly population has grown significantly in recent years, requiring strategies focused on promoting active aging to improve health and well-being. It may be achieved in many ways, including using technology for this population.
Johnny Alexander Salazar-Cardona +3 more
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In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information.
Muhibuddin Fadhli +4 more
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