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Serious Games: Play for Change

2020
This 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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Serious games in medicine

bams, 2013
Abstract Computer and video games are increasingly being used for serious purposes and not only for entertainment. In recent years, we have observed a very fast market development of serious games, which are used for education, simulation, research, health, and therapy purposes.
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Serious Games for Economists

2008
This chapter explores the methodological issues of modelling human behaviour at the relatively high abstraction level of the differences between individual-based and systems perspectives. Following earlier literature it will be argued that formal frameworks in the social sciences are essentially deductive, as they can be read as implications derived ...
Grevers, W., van der Veen, A.
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Authoring serious games

Proceedings of the Fifth International Conference on the Foundations of Digital Games, 2010
Serious games have large impacts in various fields, as evidenced by the growing scientific and commercial interest in this topic. However, the creation of serious games entails similar processes as those found in game development, which require a large number of specialists from diverse domains. The goal of the research outlined here is the creation of
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Gamification & Serious game

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 ...
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A serious virus, a serious game

The Lancet Infectious Diseases, 2010
The infl uenza virus has mutated once again, but this time, instead of jumping the species barrier, it has infected the digital domain. Rather than causing the usual discomfort associated with infl uenza, symptoms of this virus are more likely to include entertainment and education. Enter Killer Flu, a computer game that lets you play the part of H5N1.
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Serious games for serious topics

eLearn, 2008
Clark Quinn, Lisa Neal
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Serious Games for Serious Business

2012
The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional ...
Paulo Correia, Paulo Carrasco
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Serious Games and Gaming

2015
This chapter studies serious games, games for education and training. First, the nature of what makes a game is discussed and a distinction drawn between games and simulation. Games are considered at multiple levels. At one level, there are games which focus on developing a physical skill, such as learning to fly a plane or carry out a surgical ...
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Serious Games for Serious Change

As cities face increasing vulnerabilities due to climate change, the need for inclusive, adaptive, and participatory planning has become more urgent than ever. .. The chapter reviews several global case studies where serious games have been successfully employed to address issues such as urban flooding, heat island effects, water scarcity, and land-use
Bhola Chourasia, Janiel J. Mendoza
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