Search results for "Serious games"
showing 10 items of 21 documents
Designing an Online Dungeons & Dragons Experience for Primary School Children
2020
In this work, we present the results of a role-playing game experience carried out with a group of 9- to 12-year-old children during the COVID-19 emergence. The ‘harmony in education’ approach has been used to adapt the game design to the constraints imposed by the online context and the young age of the students involved. The results show the effectiveness of the approach in terms of 21st-century skills training with particular evidence on perspective-taking.
Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal
2021
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …
Digital health interventions in children with asthma
2020
Abstract Although healthcare providers are actively involved in offering education, information and interventions for asthmatic patients, medication and therapeutic adherence remain low in the paediatric population, with estimates suggesting that adherence rates hover below 50%. A range of available digital health interventions has been explored in paediatric asthma with promising but variable results, limiting their widespread adoption in clinical practice. They include emerging technologies that yield the advantage of tracking asthma symptoms and medications, setting drug reminders, improving inhaler technique and delivering asthma education, such as serious games (video games designed fo…
A VR-based serious game for studying emotional regulation in adolescents
2015
[EN] We all use more or less adapted strategies to confront adverse emotional situations in our lives without being psychologically affected. Emotional Regulation (ER) strategies that we use determine the way in which we feel, express and behave. Moreover, ER strategies are particularly important in adolescents, a population in the age when the deficits of ER strategies can be linked to the appearance of numerous mental health disorders such as depression or anxiety, or disruptive behaviors. Thus, the early detection of dysfunctional ER strategies and the training in adaptive ER strategies will help us to prevent the future occurrence of possible behavioral and psychosocial disorders. In th…
The Effects of the Use of Serious Game in Eco-Driving Training
2016
International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…
The implicit motor learning use as a therapeutic tool in frail elderly people
2016
To write, take, walk, talk is a part of our daily. Our motor ability is used to change depending on our environment and our skill, acquired thanks to our experience, learnings, and according to our age. We strive to find optimal solutions, to be more performants, more efficient. But we must be able to discern to act well and act to better discern. This « perception-action » coupling is the basis of the organization of motor control. Human can discern through several sensory systems (Visual, auditory, proprioceptive) intrinsic informations, coming from his own body, and extrinsic informations, from his environment. All of these informations are in the service of the movement and actions of d…
Looking ahead in games research
2021
This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabr…
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…
2017
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…
Utilizing online serious games to facilitate distributed requirements elicitation
2015
Online serious games are used to facilitate distributed requirements elicitation.Interactive games enhance collaboration and communication between project members.Serious games raise individuals' confidence to engage in requirements elicitation.Using serious games can improve both quality and quantity of software requirements.Serious games specially enhance the performance of less-experienced stakeholders. Requirements elicitation is one of the most important and challenging activities in software development projects. A variety of challenges related to requirements elicitation are reported in the literature, of which the lack of proper communication and knowledge transfer between software …
Having the final say: Machine support of ethical decisions of doctors
2015
Machines that support highly complex decisions of doctors have been a reality of r almost half a century. In the 1950s. computer-supported medical diag nostic systems started with "punched cru·ds in a shoe box". In the 1960s :md 1970s medicine wa�. to a cenain extent, transfo rmed into a quantitative science by inten sive i nt erdisc ip linary research coUaborations o f exp erts fi·om medicine. mathemat ics and electrical engineering; This was followed by a second shift in research on machine support of medical decisions from numerical probabilistic to knowledge basedapproaches. Solutions ofthe later form cameto be known as (medic;ll) expert systems, knowledge based systems research o•· …