Results 11 to 20 of about 668,018 (288)

Serious Pervasive Games

open access: yesFrontiers in Computer Science, 2020
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
doaj   +1 more source

State-of-the-art in Business Games

open access: yesInternational Journal of Serious Games, 2015
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games
Panagiotis Petridis   +7 more
doaj   +1 more source

The serious games ecosystem: Interdisciplinary and intercontextual praxis [PDF]

open access: yes, 2016
This chapter will situate academia in relation to serious games commercial production and contextual adoption, and vice-versa. As a researcher it is critical to recognize that academic research of serious games does not occur in a vaccum.
A All   +109 more
core   +1 more source

Developing serious games for cultural heritage: a state-of-the-art review [PDF]

open access: yes, 2010
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered.
A Lerner   +60 more
core   +1 more source

Knowledge-based assessment in serious games: an experience on emergency training

open access: yesJe-LKS: Journal of E-Learning and Knowledge Society, 2015
Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and focus on specific tasks.
Nicola Capuano, Richard King
doaj   +1 more source

Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles

open access: yesInternational Journal of Serious Games, 2023
We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving.
Luca Forneris   +6 more
doaj   +1 more source

Mathematical game performance as an indicator of deliberate practice

open access: yesInternational Journal of Serious Games, 2023
The traditional classroom setting presents challenges when it comes to strengthening adaptive expertise in mathematics education through deliberate practice.
Jake McMullen   +4 more
doaj   +1 more source

The Herbert Virtual Museum

open access: yesJournal of Electrical and Computer Engineering, 2013
In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition ...
Panagiotis Petridis   +6 more
doaj   +1 more source

Museum Games and Personal Epistemology: A Study on Students’ Critical Thinking with a Mixed Reality Game

open access: yesInternational Journal of Serious Games, 2023
This study examines how 12-15-year-old students use information while playing Geome, a mixed reality game intended for museum school visits. Geome presents environmental issues, prompting students and asking them to discern and dismiss misinformation ...
Simon Morard   +2 more
doaj   +1 more source

Validation of Serious Games Attributes Using the Technology Acceptance Model [PDF]

open access: yes, 2010
The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton.
Crowder, Richard   +2 more
core   +2 more sources

Home - About - Disclaimer - Privacy