Results 211 to 220 of about 30,686 (246)
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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
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 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
Perlwitz, Phoebe +2 more
+8 more sources
Serious Games: Play for Change
2020This 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 ...
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Proceedings of the 17th International Conference on Computer Systems and Technologies 2016, 2016
"Serious Gaming for the Elderly" is an undertaking that is intended to contribute to the promotion of autonomy and good health for the elderly. Its principal users are the old people, normally in their retirement age. They are given physical activity challenges as well as mental challenge and an option to participate in events with their peers.
Manolo Dulva Hina +2 more
openaire +1 more source
"Serious Gaming for the Elderly" is an undertaking that is intended to contribute to the promotion of autonomy and good health for the elderly. Its principal users are the old people, normally in their retirement age. They are given physical activity challenges as well as mental challenge and an option to participate in events with their peers.
Manolo Dulva Hina +2 more
openaire +1 more source
2016
The GSGS’17 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of ...
openaire +1 more source
The GSGS’17 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of ...
openaire +1 more source
From Serious Games to Serious Gaming
2009Popular accounts of the serious games movement have often fallen back on the image of the computer as a “teaching machine” that “programs” its users-for better or for worse. The fantasy is that one can just plant kids in front of a black box and have them “learn” as if learning involved nothing more than absorbing content.
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Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011
Following the growing phenomenon that is video games, interest on Serious Games has been increasing. Serious Games aim to add educational or training purposes to traditional video games, in order to take advantage of video games' inherent engaging capabilities.
André F. S. Barbosa +1 more
openaire +1 more source
Following the growing phenomenon that is video games, interest on Serious Games has been increasing. Serious Games aim to add educational or training purposes to traditional video games, in order to take advantage of video games' inherent engaging capabilities.
André F. S. Barbosa +1 more
openaire +1 more source
Pathogenesis of human cytomegalovirus in the immunocompromised host
Nature Reviews Microbiology, 2021Paul D Griffiths, Matthew B Reeves
exaly

