相关论文: Serious Games: An Updated Systematic Literature Re…
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…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
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…
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
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…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
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.…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Rising advancements and ICT have changed the way of life of society, every single logical zone are exploiting innovation to get a genuine improvement. Specialists understand the advantages of utilizing genuine games as a dependable device…
Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in…
Serious Games (SGs) represent a new approach to improve learning processes more effectively and economically than traditional methods. This paper aims to present a SG approach for the electro-mobility context, in order to encourage the use…
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…
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory,…
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…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Human beings have been affected by disasters from the beginning of life, bringing them many sad memories. In the long struggle against disaster, people have devised a variety of methods to train relevant participants in disaster relief…