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Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…
Board games have shown promise as educational tools, but their use in engaging learners with the complex, long-term trade-offs of forest management remains strikingly underdeveloped. Addressing this gap, we investigate how forest growth…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
In this paper we argue that Massively Multiplayer Online Games (MMOGs), also known as Large Games are an interesting research tool for policy experimentation. One of the major problems with lawmaking is that testing the laws is a difficult…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Citizen science is transforming how cognitive scientists study the human mind, and video games are at the heart of this shift. By embedding experimental tasks into engaging, game-like experiences, researchers can reach large, diverse…
Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research…
An important skill in critical thinking and argumentation is the ability to spot and recognize fallacies. Fallacious arguments, omnipresent in argumentative discourse, can be deceptive, manipulative, or simply leading to `wrong moves' in a…
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role not only in the development of mathematical and logical skills, but also in the emotional and social development. In this paper, we address the problem of generating…
Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel…
In this paper we explain our experiences and observations on a blended world history course which combines classical lecture and discussion elements as well as video game sessions in which the students play strategy video games with heavy…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
With the rising number of cyberattacks, such as ransomware attacks and cyber espionage, educating non-cybersecurity professionals to recognize threats has become more important than ever before. However, traditional training methods, such…
In this paper we discuss the diffusion of serious games and present reasons for why Rogers traditional approach is limited in this context. We present an alternative overview through the characteristics of relative advantage, compatibility,…
Blockchain is a new technological approach that has gained popularity on the market due to its application in several areas such as education, health, security, and smart cities, among others. However, understanding how blockchain works is…
In this paper we provide a case study of the use of relatively sophisticated mathematics and algorithms to redefine and adapt a simple traditional game/puzzle to exploit the computational power of smart devices. The focus here is not so…