Results 201 to 210 of about 36,532 (243)

Serious Games

IEEE Computer Graphics and Applications, 2009
This special issue showcases developments in serious games that can have an impact on future research, development, and application of computer graphics and related techniques. The articles demonstrate the games' rich potential, spanning from health and culture applications to novel interaction techniques and support for 3D player data visualization.
Tiffany, Barnes   +2 more
openaire   +3 more sources

How Serious Are Serious Games? Some Lessons From Infra-games

DiGRA Digital Library, 2005
In this paper, the authors explore the possible contribution of serious games for advanced academic and/or professional learning in particular to support the decision-making andmanagement of complex infrastructures, such as utilities, ports and wind farms. The developments of the computer industry make it more attractive to add computer technology into
Bekebrede, Geertje   +4 more
openaire   +3 more sources

Serious Rigor für Serious Games

2011
While playing is as old as the human species (Homo Ludens, Huizinga 1971), it is remarkable how little we understand about what makes people learn from playing games. In our eyes, the contribution of this chapter is threefold. Firstly, the main text discusses a variety of ways to structure all different types of games with the purpose to explain the ...
Sebastiaan Meijer, Wim Veen
openaire   +1 more source

Serious Games

ITNOW, 2008
This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers.
Alvarez, Julian, Michaud, Laurent
openaire   +3 more sources

Serious games

Serious games are interactive digital applications that go beyond entertainment and incorporate educational, informational, or training objectives as the goal of the game. They leverage the engaging and motivating aspects of gaming experiences to facilitate learning, skill development, and behavioral change. With more than 3.24 billion people worldwide
Perlwitz, Phoebe   +2 more
  +8 more sources

Serious Games: Play for Change

2020
This chapter describes the state of research into games that have been designed to affect their players beyond offering entertainment experiences. This will include a discussion of the terminology, mechanisms, and effects of serious games. The interdisciplinary nature of the field means that mechanisms are drawn from (media) psychology, computer-human ...
openaire   +2 more sources

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