中文
相关论文

相关论文: Point systems in Games for Health: A bibliometric …

200 篇论文

Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…

软件工程 · 计算机科学 2021-04-13 Mohammad Reza Besharati , Mohammad Izadi

Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…

人机交互 · 计算机科学 2023-06-07 Shuja Ud Din , Muhammad Zeeshan Baig , Muhammad Khateeb Khan

Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…

人机交互 · 计算机科学 2021-06-28 S. Durga , S. Hallinan , M. Seif El-Nasr , M. Shiyko , C. Sceppa

Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…

软件工程 · 计算机科学 2023-05-16 Clauvin Almeida , Marcos Kalinowski , Anderson Uchoa , Bruno Feijo

The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists…

Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…

人机交互 · 计算机科学 2017-08-22 Anna Iurchenko

Disability is an important factor affecting todays society. At the same time, more and more sub-healthy people are sick due to reduced body functions and cognitive functions. Exercise rehabilitation is a kind of physical therapy, which can…

人机交互 · 计算机科学 2022-01-14 Huansheng Ning , Zhenyu Wang , Rongyang Li , Yudong Zhang , Lingfeng Mao

Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…

The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence…

人机交互 · 计算机科学 2021-03-16 Katie Seaborn

Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…

人机交互 · 计算机科学 2026-03-31 Stéphanie Carlier , Femke De Backere , Filip De Turck

Game development has become an extremely competitive multi-billion-dollar industry. Many games fail even after years of development efforts because of game-breaking bugs that disrupt the game-play and ruin the player experience. The goal of…

There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given…

计算机科学与博弈论 · 计算机科学 2021-09-07 Joseph Y. Halpern

The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…

人机交互 · 计算机科学 2023-07-06 Jaime Pérez , Mario Castro , Gregorio López

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…

Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…

计算机与社会 · 计算机科学 2022-12-05 Manuel J. Gomez , José A. Ruipérez-Valiente , Félix J. García Clemente

Today, the large number of players and the high computational requirements of video games have motivated research on Green Video Games. We present a survey that provides an overview of this recent research area. A total of 2,637 papers were…

软件工程 · 计算机科学 2023-12-15 Carlos Pérez , Ana C. Marcén , Javier Verón , Carlos Cetina

This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…

计算机与社会 · 计算机科学 2018-10-24 Michał Okulewicz , Weronika Aniper , Bartłomiej Dach , Piotr Filarski , Piotr Jenczyk , Julita Ołtusek

The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…

人机交互 · 计算机科学 2011-02-17 Pejman Mirza-Babaei

Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…

计算机与社会 · 计算机科学 2024-07-08 Giulio Barbero , Marcello M. Bonsangue , Felienne F. J. Hermans

Physical activity plays a major role both in prevention and in the treatment of afflictions linked to a modern sedentary lifestyle and improvements on life expectancy, for example though the application area of physiotherapy. Motion-based…

人机交互 · 计算机科学 2020-12-08 Jan David Smeddinck
‹ 上一页 1 2 3 10 下一页 ›