Results 31 to 40 of about 1,005,102 (145)

RAGE Architecture for Reusable Serious Gaming Technology Components

open access: yesInternational Journal of Computer Games Technology, 2016
For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious
Wim van der Vegt   +4 more
doaj   +1 more source

The REThink Online Therapeutic Game: A Usability Study

open access: yesChildren, 2023
Background: Children and adolescents’ help-seeking behaviors are often limited by fear, uncertainty, and stigma, as well as challenges with finding the right intervention, help, and a lack of familiarity with the process.
Ioana Alexandra Iuga   +2 more
doaj   +1 more source

Serious Gaming for Improvised Explosive Device Neutralization Training

open access: yesMATEC Web of Conferences, 2016
An improvised explosive device (IED) is a “homemade” bomb intended to cause great harm when it explodes. The public safety task of identifying and neutralizing IEDs falls to military and police services often called explosive disposal units (EDU) who act
Chan Christopher C.K.   +2 more
doaj   +1 more source

Serious gaming for better cooperation in flood defence asset management

open access: yesJournal of Flood Risk Management, 2023
Flood defences are often situated in public spaces and are mostly multi‐functional, multi‐financed and multi‐managed. Cooperation in flood defence asset management is important because roles and responsibilities are fragmented within and between ...
Frank denHeijer   +4 more
doaj   +1 more source

Serious Gaming of Logistics Management in Pediatric Emergency Medicine

open access: yes, 2020
Access blocks throughout the entire healthcare system and overcrowding issues are pervasive in many emergency departments where the coordination and strategic management of resources could be supported by serious games and simulations approaches. However,
Zhang, Chen,   +3 more
core   +1 more source

Achieving a balance : gaming licensing policy review. --

open access: yes, 2001
This report contains findings and recommendations from a review of gaming licensing policies, to address issues related to the growth of gaming in the province.
Alberta Gaming and Liquor Commission
core   +1 more source

Virtual Communication Training for the Law Enforcement Domain

open access: yesEAI Endorsed Transactions on Creative Technologies, 2018
Serious games are increasingly being used for training of social skills. The main idea is to create a virtual environment in which a trainee can interact with graphically embodied virtual characters.
Charlotte Gerritsen, Tibor Bosse
doaj   +1 more source

Serious Games in Higher Distance Education

open access: yesCanadian Journal of Learning and Technology, 2021
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these sources of entertainment in an instructional capacity for
Ann Celestini
doaj   +1 more source

Serious gaming for digital growth. Reducing waste through the Lean mindset

open access: yesAgathón, 2022
The Italian context’s push towards BIM should be considered an opportunity to implement a digital transition towards the use of IT tools, through a culturally innovative approach to construction provided by Lean thinking and its gamification.
Maria Antonietta Esposito   +2 more
doaj   +1 more source

Student Player Types in Higher Education—Trial and Clustering Analyses

open access: yesEducation Sciences
In the context of the ongoing transformation in education, new learning methods, as well as new technologies, and therefore new forms of interactions are challenging higher education.
Lea C. Brandl, Andreas Schrader
doaj   +1 more source

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