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Age and sex effects on Super G performance are consistent across internet devices. International Journal of Serious Games Pub Date : 2023-06-07 Andrew Hooyman,Sydney Y Schaefer
There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (called Super G), along with other computer-based cognitive tests, was originally developed to be completed on a computer, many people (including older
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Virtual Game Jam: Collaborative Pathway to Serious Games for Health International Journal of Serious Games Pub Date : 2022-03-18 Sarah Matthews,Rick Thomas
Game jams are collaborative competitions where participants make games from scratch within a short period of time. Occasionally, these games aim to promote meaningful learning outcomes by embedding functional knowledge into entertaining and engaging gameplay. We wanted to understand if a game jam during a global pandemic could be used as an effective method to facilitate a collaborative, multidisciplinary
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Serious Games for Healthy Nutrition. A Systematic Literature Review International Journal of Serious Games Pub Date : 2022-03-18 Ifeoma Adaji
Research indicates that the two main causes of being overweight and obese are living a sedentary lifestyle and unhealthy eating habits. Influencing people to be active and exercise is an active research area that has resulted in the development of several games both commercially available and for free. The area of influencing people to develop healthy eating habits, on the other hand, still has room
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Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design International Journal of Serious Games Pub Date : 2022-03-18 Matheus Cezarotto,Pamela Martinez,Barbara Chamberlin
Accessibility in educational media focuses on removing barriers based on learners’ varied needs. In educational games, players’ diverse needs can impact a wide variety of design strategies. This study focuses on the process used by one design team to prioritize accessibility in the redesign of their older educational games, while creating a process to inform development of new games. The study provides
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Editorial Vol. 9, Issue 1 International Journal of Serious Games Pub Date : 2022-03-18 Alessandro De Gloria
Editorial of Vol. 9, Issue 1
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VAPBr: Values in Digital Games for Public Service in Brazil International Journal of Serious Games Pub Date : 2021-12-01 Tadeu Moreira de Classe,Fabrício Janssen,Renata Araujo
In Brazil, many initiatives have emerged to promote the dialogue between citizens and public institutions using technology. This dialogue has been a challenging endeavor, and digital games have been proposed to stimulate interaction and understanding about public service process delivery. In this context, one fundamental aspect observed for the effectiveness of these games is the human values that
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Design methodology of analytical games for knowledge acquisition International Journal of Serious Games Pub Date : 2021-12-01 Francesca De Rosa,Alessandro De Gloria
Analytical games explore a problem or a domain with a research purpose. Considerable research is ongoing to investigate improvements to analytical game design, execution and exploitation. Moreover, the fast-paced technological developments in many fields, such as artificial intelligence and virtual reality, make it even more compellingto account for the advantages and limitations of these new capabilities
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effect of a serious game on aviation vocabulary acquisition International Journal of Serious Games Pub Date : 2021-12-01 Nazmi Dinçer,Rabia Dinçer
Having proficiency in the standard aviation phraseology specified by International Civil Aviation Organization (ICAO) is of great importance for prospective pilots in communication with air traffic controllers and other pilots. The ambiguity in the standard phraseology could be a disaster for the flight crews. That’s why; serious thought has been given at the policy of improving the precise communication
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Editorial Vol. 8, Issue 4 International Journal of Serious Games Pub Date : 2021-12-01 Alessandro De Gloria
Editorial of the fourth issue of the eighth volume of the International Journal of Serious Games
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A Serious Game to learn English: The case of Bethe1Challenge International Journal of Serious Games Pub Date : 2021-12-01 Paola Julie Aguilar Cruz,Henry Alberto Álvarez Guayara
Current research in English language teaching reports that there is a tendency towards the use of mobile games and technology. However, there is a lack of research conducted that informs on the implementation of those strategies in high school contexts in Colombia. This article reports a case study aimed at exploring students’ perceptions towards the use of the Serious Game Bethe1Challenge supported
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Effects of a videogame in math performance and anxiety in primary school International Journal of Serious Games Pub Date : 2021-09-17 Mariana Rocha,Pierpaolo Dondio
The present paper describes the design and evaluation of a videogame developed to support math education and overcome math anxiety (MA) at the primary school level. The game narrative is based on the history of math. The player travels back on time and meets on-player characters such as Pythagoras of Samos and Ada Lovelace, learning about how math was used during their times. The player is invited
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Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins International Journal of Serious Games Pub Date : 2021-09-17 Kristian Juha Mikael Kiili,Antero Lindstedt,Antti Koskinen,Hilma Halme,Manuel Ninaus,Jake McMullen
While game-based learning seems to be an effective instructional approach, the underlying learning and engagement mechanisms of games are still poorly understood. In the current study, we investigated to what extent flow experience and situational interest are different indicators of engagement in game-based learning. Fifty-two Finnish 5th graders played a game on fractions at home during COVID-19
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Reflections on Ludification: Approaching a Conceptual Framework – And Discussing Inherent Challenges International Journal of Serious Games Pub Date : 2021-09-17 Bo Kampmann Walther,Lasse Juel Larsen
This article discusses the relatively new concept of ludification with the attempt of laying the theoretical groundwork for further studies. Although ludification ties in with both gamification and the concept and practice of transmedia it possesses unique characteristics and qualities of its own, primarily evolving around games and playful ways of structuring stories. The focus point is how traditional
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Evaluation of HackLearn COFELET Game User Experience for Cybersecurity Education International Journal of Serious Games Pub Date : 2021-09-17 Menelaos Katsantonis,Ioannis Mavridis
HackLearn is a scenario-based hacking simulation game for teaching cybersecurity concepts while providing hands-on hacking experiences to the learners. HackLearn design is based on the COFELET framework, which assimilates modern learning theories, well-known cybersecurity standards, and built-in scaffolding and assessment features. Aiming at evaluating the user experience perceived by HackLearn’s users
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Gamified Learning Theory: The Moderating role of learners' learning tendencies International Journal of Serious Games Pub Date : 2021-09-17 Nadja Zaric,Rene Roepke,Vlatko Lukarov,Ulrik Schroeder
The Gamified Learning Theory implies that gamification does not affect learning directly but stimulates a learning-related behavior in a mediating or moderating process. A learner-related behavior can, to some extent, be predicted based on the way learners tend to perceive, understand and utilize information. These different ways of learning are known as learning tendencies. This study investigates
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Security Awareness Level Evaluation of Healthcare Participants Through Educational Games International Journal of Serious Games Pub Date : 2021-09-17 Mario A. Pulido,Chris W. Johnson,Ahmed Alzahrani
The purpose of this paper consists of implementing an educational board game to evaluate the information security awareness level of healthcare personnel. The National Health Service Greater Glasgow and Clyde (NHSGGC) Information Security Acceptable Use Policy was used as a basis to generate the educational content of the board game and Lev Vygotsky’s social development theory was followed for the
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Introduction to the Special Issue on GaLA Conf 2020 International Journal of Serious Games Pub Date : 2021-09-17 Iza Marfisi-Schottman,Ludovic Hamon,Roland Klemke,Pierre Laforcade,Francesco Bellotti
This special issue of the International Journal of Serious Games offers very valuable extensions to the best papers of the 2020 edition of the GaLA conference. The local organization committee was composed of computer scientists of Laval (France), affiliated to Le Mans Université. From the 9th to the 10th of December 2020, 500 participants attended to a well-organized conference, through their virtual
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Editorial. Vol. 8, Issue 3 International Journal of Serious Games Pub Date : 2021-09-17 Alessandro De Gloria
This issue includes four papers selected among the best presented at the Games and Learning Alliance Conference (GaLA Conf), that in 2020 was held in the Laval virtual world, organized by the University of Le Mans. Beside the special issue, this number of the International Journal of Serious Games also features two regular papers, that I briefly introduce in the following.
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Procedural generation of problems for elementary math education International Journal of Serious Games Pub Date : 2021-06-04 Yi Xu,Roger Smeets,Rafael Bidarra
Mathematics education plays an essential role in children’s development, and there are many online applications aimed at supporting this process. However, manually creating math problems with a variety of textual and visual content is very time-consuming and expensive. This article presents a generic approach for procedural generation of mathematical problems, including their corresponding textual
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A review of digital serious games for tsunami risk communication International Journal of Serious Games Pub Date : 2021-06-04 Steven Hawthorn,Rui Jesus,Maria Ana Baptista
The research conducted a thorough review of evidence and effectiveness of digital serious games (SGs) for communication of action-oriented key messages (related to tsunami evacuation) to children. Significant scientific research investigates tsunami risk which is not always effectively communicated to children who are expected to make appropriate decisions during a tsunami event. SGs can motivate children
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Developing a novel psychographic-behavioral qualitative mapping method for exergames International Journal of Serious Games Pub Date : 2021-06-04 James Smith,Matthew D Lee,Louise A Ellis,Kiran Ijaz,Kathleen Yin
Location-based augmented reality games, used in several smartphone devices, have the potential to improve health outcomes by transforming gaming from a sedentary leisure pursuit to an active leisure pursuit thus having positive physical, psychological and social implications. We consider two games, Harry Potter: Wizards Unite and Pokémon GO, by qualitatively mapping both psychographic and behavioral
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Using Greenfoot as a Tool for Serious Games Programming Education and Development International Journal of Serious Games Pub Date : 2021-06-04 Stelios Xinogalos,Margarita Maria Tryfou
Greenfoot is an educational programming environment that aims to motivate students in learning object-oriented programming (OOP) through the development of simple games and simulations. Several studies have presented positive results regarding the usage of Greenfoot as a tool for introducing novices to OOP. In this article, we propose using Greenfoot as a tool for introducing novices to (serious) games
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Editorial. Vol. 8, Issue 2 International Journal of Serious Games Pub Date : 2021-06-04 Alessandro De Gloria
Editorial for Issue 2, Vol. 8 of the International Journal of Serious Games
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Serious board games: modding existing games for collaborative ideation processes International Journal of Serious Games Pub Date : 2021-06-04 Micael Sousa
Modern board games are booming, exploring new design elements, and providing dynamics that can support unique experiences. Serious game approaches can benefit from these insights and novelty. With the appropriate adaptation, modern board games may become flexible and cheaper ways to use and prototype serious games. Exploring these games and player engagement can support digital game design. Digital
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Serious Game Design to Support Children Struggling with School Refusal International Journal of Serious Games Pub Date : 2021-06-04 Marikken Høiseth,Ole Andreas Alsos,Sindre Holme,Sondre Ek,Charlotte Tendenes Gabrielsen
A significant number of children worldwide struggle with school refusal. Games and digital tools represent a novel take on how to address this phenomenon. Our research aims to support children who are at risk or in an early phase of developing school refusal through serious games. In this paper we present current work, grounded in human-centered design, involving the application of a game design framework
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Serious Game Top Eleven as an Educational Tool in Sports Economics International Journal of Serious Games Pub Date : 2021-06-04 Ioannis Afthinos,Vasileios Manasis,Thodoros-Panagiotis Chrysanthopoulos
The aim of the present study is to explore the use of the serious game Top Eleven as an auxiliary educational tool in a sports economics undergraduate course. This attempt is warranted by the fact that serious games can provide real life/work experiences and set the ground for managerial – economics skills development. The selection of the specific serious game is based on the ample and varied sports
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Assessment Measures in Game-based Learning Research International Journal of Serious Games Pub Date : 2021-03-09 Gabriele Gris,Clarissa Bengtson
The use of games in educational contexts is well documented in GBL research. Nevertheless, effectiveness evidence needs to be more extensively analyzed. An effective GBL strategy should address the learning aspects and promote players' engagement in an easy-to-use system. To gather the information already present in literature, we sought to answer how learning, engagement, and usability of games are
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Comparing Bayesian Statistics and Frequentist Statistics in Serious Games Research International Journal of Serious Games Pub Date : 2021-03-09 Wim Westera
This article presents three empirical studies on the effectiveness of serious games for learning and motivation, while it compares the results arising from Frequentist (classical) Statistics with those from Bayesian Statistics. For a long time it has been technically impracticable to apply Bayesian Statistics and benefit from its conceptual superiority, but the emergence of automated sampling algorithms
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The effects of playing the COSMA cognitive games in dementia International Journal of Serious Games Pub Date : 2021-03-09 Kartheka Bojan,Thanos G. Stavropoulos,Ioulietta Lazarou,Spiros Nikolopoulos,Ioannis Kompatsiaris,Magda Tsolaki,Elizabeta Mukaetova-Ladinska,Aikaterini Christogianni
Brain Training games are increasingly gaining attention as a non-pharmacological intervention to promote well-being and quality of life in people living with dementia. Herein we present the COSMA software and a pilot study to evaluate its impact on the emotions of people in the spectrum of dementia. The software was created in accordance to the UK National Institute for Health and Care Excellence
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Editorial Vol. 8, Issue 1 International Journal of Serious Games Pub Date : 2021-03-09 Alessandro De Gloria
Editorial of the International Journal of Serious Games, Vol. 8, Issue 1.
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A Game-Based Online Tool to Measure Cognitive Functions in Students International Journal of Serious Games Pub Date : 2021-03-09 Valeska Berg
Cognitive assessments can be expensive, lengthy and fatiguing for students and are often conducted in an artificial clinical context. In an effort to make the assessments more fun, researchers have started to introduce game elements to traditional cognitive tasks and training. This comes with a number of challenges. The main challenge is to develop an engaging tool that at the same time reliably assesses
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CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness International Journal of Serious Games Pub Date : 2021-03-09 Emanuel Löffler,Bettina Schneider,Trupti Zanwar,Petra Maria Asprion
An increasing number of small and medium-sized enterprises (SMEs) use the Internet to support and grow businesses. The application of new technologies comes with inherent risks of ever-changing cyberspace and increasing cybercrime. Previous research has shown that the human factor remains the core element in the cybersecurity chain. Therefore, it is paramount that employees receive effective training
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Educational Board Game and Flashcard: Which one is better for learners at beginner level of Chinese language? International Journal of Serious Games Pub Date : 2020-12-05 Ju-May Wen,Hai Dung Do,Eric Zhi-Feng Liu,Chun-Hung Lin,Shihping Kevin Huang
The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow
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Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education International Journal of Serious Games Pub Date : 2020-12-04 George Kalmpourtzis,Margarida Romero
Game design is a complex process based on balance between educational and gameplay experience in a coherent way. In the context of instructional design, Constructive Alignment aims to develop an outcome-based approach for designing learning activities during which the learners’ engagement through the activity is aligned with learning objectives and outcomes. Constructive Alignment focuses on the proposal
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A Fundamental Study for Gamification Design: Exploring Learning Tendencies’ Effects International Journal of Serious Games Pub Date : 2020-12-04 Nadja Zaric,Vlatko Lukarov,Ulrik Schroder
In this paper, we present the fundamental concepts, design, and preliminary findings of a personalized gamification project in the educational context. The project aims to create a balanced, gamified learning environment in which all learners are equally engaged and interested. However, finding the balance between heterogenic learners’ traits and the variety of gamification design elements is a challenging
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Editorial, Vol. 7, No. 4 International Journal of Serious Games Pub Date : 2020-12-04 Alessandro De Gloria
This editorial intriduces the fourth issue of the seventh volume of the International Journal of Serious Games. The issue features five regular papers and one communication.
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Exploring tactical choices and game design outcomes in a simple wargame ‘Take that Hill’ by a systematic approach using experimental design. International Journal of Serious Games Pub Date : 2020-12-04 Ian Robinson,Adrian Northey
Experimental Design (ED) technique is a proven analytical method used in the chemicals industry. We have taken this approach and applied it to Phil Sabin's ‘Take That Hill’, a simple wargame presented at Connections 2014. By evolving the tactical turn game choices into playable full-game strategies, a descriptive set of game outcomes can be delivered and optimised to produce winning strategies. This
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Designing a Virtual World to Mirror the Real Challenges of Life as an Amputee International Journal of Serious Games Pub Date : 2020-12-04 Sandra Winkler,John Kairalla,Ann Ludwig,Chris Fowler
The purpose of this research was to further understand the experience of using a customized avatar in a virtual world to practice desired health behaviors. By triangulating the quantitative and qualitative data of 12 amputee participants, we discovered that salient factors of having an amputation had a profound impact on the measure of health outcomes. This in turn masked the measured effect of the
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Scenario smells: signalling potential problems in dialogue scenarios in a serious game International Journal of Serious Games Pub Date : 2020-12-04 Timo Overbeek,Raja Lala,Johan Jeuring
Many serious games employ a scripted dialogue for player interaction with a virtual character. In our serious game for one-to-one communication skills training, Communicate, a scenario author develops a structured, scripted scenario as a sequence of interactions between a player and a virtual character. A player is often a student learning communication skills and a virtual character represents a person
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Introduction to the GaLA Conf 2019 Special Issue International Journal of Serious Games Pub Date : 2020-09-25 Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus
It is a great pleasure for us to introduce this issue of the IJSG, which is dedicated to the Games and Learning Alliance Conference (GaLA Conf) that was held in Athens, November 27-29, 2019. Almost 70 participants converged in this beautiful, historic city in order to share knowledge and experiences related to serious games and gamification, their techniques and their application. A number of the best
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Editorial, Vol. 7, No. 3 International Journal of Serious Games Pub Date : 2020-09-25 Alessandro De Gloria
Introduction to Vol. 7 No. 3 of the International Journal of Serious Games, including the special issue dedicated to the best papers of GaLA Conf 2019, Athens
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Exploring the use of participatory design in game design: a Brazilian perspective International Journal of Serious Games Pub Date : 2020-09-25 Vanissa Wanick, Chaiane Bitelo
This paper reviews the current body of literature on participatory design (PD) for game design, including participatory design elements, participatory design in education, and the current challenges that game designers and developers encountered. This paper also contains the findings of a survey among game designers in Brazil (N=29) concerning their use of participatory design techniques during the
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An empirical study on key factors affecting user engagement in a gamified team building environment International Journal of Serious Games Pub Date : 2020-09-25 Szabina Fodor, Balázs Balázs
This paper presents a study on data retrieved from a gamified team building application, which promotes employees’ joint sport activities. The aim of this work is to identify and evaluate behavior usage patterns, and user engagement indicators based on interaction data gained from the application and to determine key factors affecting engagement levels. In order to determine behavioral patterns, users
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Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies International Journal of Serious Games Pub Date : 2020-09-25 Roland Klemke, Alessandra Antonaci, Bibeg Limbu
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article
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Designing a Fantasy Bike-based Exergame to Foster Physical Activity International Journal of Serious Games Pub Date : 2020-09-25 Catherine Pons Lelardeux, Michel Galaup, Fabian Hall, Pierre Lagarrigue
Authorities recommend the practice of moderate physical activity to improve health and quality of life. "Play’n Ride" is a bike-based exergame aimed at promoting and controlling physical activity. This paper presents the usefulness of using extrinsic fantasy and a commonplace real bike to address a wide audience. It depicts the interactive universe in which the player pedals a bike equipped with sensors
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Designing educational escape rooms: validating the Star Model International Journal of Serious Games Pub Date : 2020-09-25 Luca Botturi, Masiar Babazadeh
Escape games have become popular nowadays. Groups of people are locked inside riddles-filled rooms and have to work their way out finding clues and solving puzzles. While being fun for groups or team building, escape games have a great educational potential, which can be capitalized if teachers integrate them in their professional activities. In this paper we introduce the Star Model, a tool for teachers
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Different performance, full experience: a learning game applied throughout adulthood International Journal of Serious Games Pub Date : 2020-09-25 Simon Greipl, Korbinian Moeller, Kristian Kiili, Manuel Ninaus
Gaming may not primarily be associated with the elderly part of the population, but senior gamers represent a growing proportion. Evaluating the applicability of educational games across the lifespan is therefore crucial to better understand potential requirements in different domains and age groups. The current study applied a math learning game to participants from 19 to 79 years of age. We examined
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Visuospatial Abilities Training with Digital Games in a Primary School International Journal of Serious Games Pub Date : 2020-09-08 Laura Freina, Rosa Bottino, Lucia Ferlino
The “A me gli occhi” project was organized to support the development and consolidation of visuospatial abilities in students of the last two years of the Italian primary school, with the hypothesis that such a training would have a positive impact on their performance in mathematics. Twenty game based training sessions were set up along the whole school year, involving two experimental classes, while
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Editorial, Vol. 7, No. 2 International Journal of Serious Games Pub Date : 2020-06-15 Alessandro De Gloria
Editorial of the International Journal of Serious Games, Vol. 7, No. 2
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A serious game to improve the verbal resilience against doorstep scams International Journal of Serious Games Pub Date : 2020-06-10 Laura Van der Lubbe, Charlotte Gerritsen, Tibor Bosse
Doorstep scams, scams in which con artists tell convincing but fraudulent stories in order to enter the house of a victim and/or steal personal belongings or information, have a high impact on victims. These victims are often elderly people. Existing campaigns mostly focus on the behavioural aspects that help to prevent a doorstep scam from happening, but verbal skills also contribute to the resilience
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A Survey of Digital Health Interventions for Children with Cancer International Journal of Serious Games Pub Date : 2020-06-04 Carmen, Wang Er Chai, Bee Theng Lau, Abdullah Al Mahmud, Mark, Kit Tsun Tee
Childhood cancer is the most common cause of death by illness in children globally. Fortunately, the survival rate of this deadly disease can be as high as 80% in high-income countries with cancer treatment. However, cancer treatments can result in large symptom burdens for children and adolescents. This, and many other factors can result in treatment non-adherence in cancer patients, which will strongly
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Results and insight gained from applying the EnergyCat energy-saving serious game in UK social housing International Journal of Serious Games Pub Date : 2020-05-29 Rebecca Hafner, Alba Fuertes, Sabine Pahl, Rory Jones, Christine Boomsma, Marta Gangolells, Miquel Casals
This research was funded by Horizon 2020 Framework Programme 649673.We also acknowledge and thank Fremen Corp for their role in the game design process
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Nano-Games for Cultural Venues: the HEAL game International Journal of Serious Games Pub Date : 2020-05-29 Jenny Rompa, Georgios Lepouras, Angeliki Antoniou, Joao Pequenão
Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games
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Editorial, Vol. 7, No. 1 International Journal of Serious Games Pub Date : 2020-03-16 Alessandro De Gloria
Editorial of the International Journal of Serious Games, Vol. 7, No. 1
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Patterns in Mainstream Programming Games International Journal of Serious Games Pub Date : 2020-03-09 Ander Areizaga Blanco, Henrik Engström
Studies have found serious games to be good tools for programming education. As an outcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached
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Location-based Games as Exergames - From Pokémon To The Wizarding World International Journal of Serious Games Pub Date : 2020-03-05 Samuli Laato, Sonja Hyrynsalmi, Sampsa Rauti, A.K.M. Najmul Islam, Teemu H. Laine
Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokemon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokemon GO alone, identifying positive
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Simulation and gaming of resource management in pediatric emergency medicine International Journal of Serious Games Pub Date : 2020-03-02 Cevin Zhang, Karin Pukk Härenstam, Sebastiaan Meijer, Adam S Darwich
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 suppo ...
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From Design to Management of JENs (in the JEN.Lab Project) International Journal of Serious Games Pub Date : 2020-03-02 Lahcen Oubahssi, Claudine Piau-Toffolon, Guillaume Loup, Éric Sanchez
The development of pedagogies that can provide alternatives to traditional approaches is becoming increasingly important as a means of enhancing the attractiveness of training courses, appealing to new types of learners and designing learning systems that help to develop multidisciplinary skills. In this context, the JEN.lab project aims to offer innovative perspectives for learning based on the design
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The Active Video Game Paradox International Journal of Serious Games Pub Date : 2020-02-14 Sam Kirk, Andrew Manley
Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs) tried to solve the screen time problem. AVGs work, having small to moderate positive effects on activity levels and body composition changes. However
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Can digital games serve as potential intervention or suicide risk? International Journal of Serious Games Pub Date : 2020-02-14 Elsie Ong
With the rapid growth of advanced digital technology, the use of mobile apps is of increasing interest as a means for providing continuous access to evidence-based digital interventions. Suicide is a socially taboo topic with approximately 800,000 people dying due to suicide every year. As suicidal ideation and suicide risk increase rapidly, gamified intervention is argued to have an important role