Results 211 to 220 of about 31,786 (267)
Smartphone-based serious games for mental health: a scoping review. [PDF]
Gómez-Cambronero Á +4 more
europepmc +1 more source
Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain. [PDF]
Azizoddin DR +10 more
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Ethical and pedagogical reflections around serious games in patients education (PE): : <i>Can we play with our health</i>? [PDF]
Aubry JD, Rusch E.
europepmc +1 more source
Serious Games in Medical Education: What it Adds? How to Go about It?
Shrivastava SR +2 more
europepmc +1 more source
The regulatory status of health apps that employ serious games and gamification
Gilbert S +8 more
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Entertainment Computing, 2013
Abstract Maintaining and restoring health is a basic aspect of well being. On the other hand, serious games is an emerging technology growing in importance for specialized training, taking advantage of 3D games and game engines in order to improve the realistic experience of users.
Voravika Wattanasoontorn +2 more
exaly +2 more sources
Abstract Maintaining and restoring health is a basic aspect of well being. On the other hand, serious games is an emerging technology growing in importance for specialized training, taking advantage of 3D games and game engines in order to improve the realistic experience of users.
Voravika Wattanasoontorn +2 more
exaly +2 more sources
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 +2 more sources
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 +2 more sources
Serious Assessments in Serious Games
International Journal of Gaming and Computer-Mediated Simulations, 2012In the past decade the serious games initiative has produced a number of games being used today as adjuncts to institutional training. Many of the games produced through the serious games initiative do not incorporate adaptive assessment to assure the acquisition of real-world skills from virtual training. Detailed performance assessment techniques are
Robert C. Hubal, Jamie Pina
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Proceedings of the 10th SIGPLAN symposium on New ideas, new paradigms, and reflections on programming and software, 2011
We suggest digital serious games as a means to create individualized learning environments that train social skills in parallel to the content. In cooperation with a child psychology practice we developed the collaborative and adaptive serious game weMakeWords as a prove of concept.
Ruth Barbara Demmel +3 more
openaire +1 more source
We suggest digital serious games as a means to create individualized learning environments that train social skills in parallel to the content. In cooperation with a child psychology practice we developed the collaborative and adaptive serious game weMakeWords as a prove of concept.
Ruth Barbara Demmel +3 more
openaire +1 more source
Proceedings of the 22nd ACM international conference on Multimedia, 2014
The ACM First International Workshop on Serious Games was held on November 7, 2014. It was co-located with ACM's Inter-national Conference on Multimedia in Orlando. The purpose of the workshop was to bring together researchers and practitioners working on the development and use of serious games.
Wolfgang Effelsberg, Stefan Göbel 0001
openaire +1 more source
The ACM First International Workshop on Serious Games was held on November 7, 2014. It was co-located with ACM's Inter-national Conference on Multimedia in Orlando. The purpose of the workshop was to bring together researchers and practitioners working on the development and use of serious games.
Wolfgang Effelsberg, Stefan Göbel 0001
openaire +1 more source

