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Challenges of serious games [PDF]

open access: yesEAI Endorsed Transactions on Game-Based Learning, 2015
Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in
B. Fernández-Manjón   +3 more
openaire   +2 more sources

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

Examining Students’ Behavior in a Digital Simulation Game for Nurse Training

open access: yesInternational Journal of Serious Games, 2022
Digital educational games have evolved in recent years due to the need to support education and training focused on non-technical skills. Data gathered through interaction with the graphical user interface are explored and exploited to analyze the ...
Daria Novoseltseva   +2 more
doaj   +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

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

A Survey of Digital Health Interventions for Children with Cancer

open access: yesInternational Journal of Serious Games, 2020
Childhood cancer is the most common cause of death by illness in children globally. Fortunately, the survival rate of this deadly disease can be as high as 80% in high-income countries with cancer treatment. However, cancer treatments can result in large
Carmen, Wang Er Chai   +3 more
doaj   +1 more source

Serious disease - serious game.

open access: yesStudies in health technology and informatics, 2013
Teenagers with diabetes often experience their disease as a heavy burden, feeling estranged from their peers. Traditional aids to monitoring and controlling the illness are often not used by this group, because they seem to enhance this feeling. Preliminary interviews with a focus group indicate that teenagers will be motivated by competing to maintain
Hertel, Niels Thomas   +3 more
openaire   +2 more sources

A systematic review on the use of serious games in project management education

open access: yesInternational Journal of Serious Games, 2023
Project management education is well suited for active learning through serious games, and a lot of research has been published on the use of serious games for project management education.
Magnus M. Hellström   +2 more
doaj   +1 more source

Fibonacci Level Adjustment for Optimizing Player’s Performance and Engagement

open access: yesInternational Journal of Serious Games, 2023
Players’ engagement intensity in computer games is influenced by the level of difficulty the game offers. Traditional game-level plots adopt linear increases that sometimes do not match the users’ skill growth, causing boredom and hampering the users ...
Faiz Hilmawan Masyfa   +3 more
doaj   +1 more source

Age and sex effects on SuperG performance are consistent across internet devices

open access: yesInternational Journal of Serious Games, 2023
There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (
Andrew Hooyman, Sydney Y. Schaefer
doaj   +1 more source

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