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Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits.
Matthew Hudson
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Give Me a Sign: Using Data Gloves for Static Hand-Shape Recognition
Human-to-human communication via the computer is mainly carried out using a keyboard or microphone. In the field of virtual reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use ...
Philipp Achenbach +4 more
doaj +1 more source
Editorial of Vol. 10, No. 2.
Serious Games Society
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Recognizing Full-Body Exercise Execution Errors Using the Teslasuit
Regular physical exercise is essential for overall health; however, it is also crucial to mitigate the probability of injuries due to incorrect exercise executions.
Polona Caserman +2 more
doaj +1 more source
AquaScouts: ePROs Implemented as a Serious Game for Children With Cancer to Support Palliative Care
MyPal is a European initiative focusing on the use of the electronic patient reported outcome (ePRO) measures to enhance patient engagement in palliative cancer care via digital self-reporting palliative care for patients with cancer.
Stefan Hoffmann +17 more
doaj +1 more source
Using Greenfoot as a Tool for Serious Games Programming Education and Development
Greenfoot is an educational programming environment that aims to motivate students in learning object-oriented programming (OOP) through the development of simple games and simulations.
Stelios Xinogalos +1 more
doaj +1 more source
Validation of Serious Games [PDF]
The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT) are negative or difficult to interpret.
Katinka van der Kooij +3 more
openaire +5 more sources
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 and time, as well as social context, acquire a more meaningful impact on the gameplay.
António Coelho +15 more
openaire +2 more sources
Project Sanitarium: Gaming TB - A Serious Game for a Serious Problem [PDF]
Collaborative projects between Industry and Academia provide excellent opportunities for learning. Throughout the academic year 2014-2015 undergraduates from the School of Arts, Media and Computer Games at Abertay University worked with academics from the Infection Group at the University of St Andrews and industry partners Microsoft and DeltaDNA.
Iain Donald +4 more
openaire +3 more sources
An Overview of Serious Games [PDF]
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 ...
Fedwa Laamarti +2 more
openaire +2 more sources

