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2016
This chapter covers the topic of creating the design of a serious game. It first presents background information on games in general, and how they create engagement in particular—essential for serious games. The actual design process is similar to designing entertainment games; however, it differs when it comes to integrating the serious content itself.
Mildner, Philip +1 more
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This chapter covers the topic of creating the design of a serious game. It first presents background information on games in general, and how they create engagement in particular—essential for serious games. The actual design process is similar to designing entertainment games; however, it differs when it comes to integrating the serious content itself.
Mildner, Philip +1 more
openaire +2 more sources
Comparison of game engines for serious games
2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 2017Serious educational games are specially designed computer games which are used in an educational setting, in other words, they are interactive competitive lessons with defined learning outcomes which allow students to have fun during learning. The importance of serious games in contemporary educational practice is increasing.
Sanja Pavkov +2 more
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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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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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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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Serious Games and Serious Gaming in Escape Rooms
2019 International Serious Games Symposium (ISGS), 2019Game-based learning and serious games are usually considered and discussed in the light of technology and E-Learning. This study tries to look at these concepts concerning a more human-centered game of escape rooms. This new product of the entertainment industry, although relatively new, is very popular and has the potential to be used both in serious ...
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2018
Serious games are gaining a lot of interest in education because they are effective learning tools that engage and motivate students. However, serious games are not ad-hoc motivational but they must follow specific elements to assure motivation. There are several types of motivation that reinforce the effectiveness of serious games and engage students ...
Jenny Pange +2 more
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Serious games are gaining a lot of interest in education because they are effective learning tools that engage and motivate students. However, serious games are not ad-hoc motivational but they must follow specific elements to assure motivation. There are several types of motivation that reinforce the effectiveness of serious games and engage students ...
Jenny Pange +2 more
openaire +1 more source
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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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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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.
openaire +1 more source
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
openaire +1 more source
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
openaire +1 more source
Serious Games for Serious Business
2012The 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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