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Introduction to the special issue on "Gamification of Industrial Systems"
2019
International Journal of Serious Games
The potential for training by increasing motivation for engaged interaction and the adaptation of behavior has been proven. ...
This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. ...
This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. ...
doi:10.17083/ijsg.v6i2.317
fatcat:x6khqvtlw5bgnnn7i4sfnwqslu
Measuring the Effectiveness of Learning with Serious Games in Corporate Training
2012
Procedia Computer Science
This paper discusses metrics for the effectiveness of learning of serious games in corporate training. ...
Such metrics would allow an early assessment of the suitability of a game for training, thereby reducing the consequences of a wrong design and the development costs. ...
The proposed metrics and methodology are based on the reflections of the members of corporate training environment Cyntelix in The Netherlands and providers of corporate training-Carol I National Defence ...
doi:10.1016/j.procs.2012.10.074
fatcat:x72wspsssbcl3b5h2fhos44vei
User Assessment in Serious Games and Technology-Enhanced Learning
2013
Advances in Human-Computer Interaction
Frasson investigated motivational strategies (i.e., the use of game elements for providing motivational supports to users) and assessment of learners' motivation during serious games. ...
The main goal of these networks is to study SGs so that they can become an effective and reliable tool for education and corporate training. ...
doi:10.1155/2013/120791
fatcat:maiwmehfffht5ejex3nk5w4sqq
State-of-the-art in Serious Games for Business
2015
International Journal of Serious Games
The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. ...
However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. ...
Because of their ability to motivate, engage and influence behaviors, serious games are being used in the corporate sector for training, recruitment and marketing and sales , via targeting planning, problem ...
doi:10.17083/ijsg.v2i1.54
fatcat:hmfnitd3yfbadftkylsnh2zfc4
The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis
[chapter]
2016
Lecture Notes in Computer Science
Commercial production of serious games and their increased adoption in non-commercial contexts will influence academic research through emerging impact pathways and funding opportunities. ...
To conclude, we explore how these issues affect the individual researcher, and offer considerations for future academic and industry serious games projects. ...
These serious games demonstrate a key motivation for the adoption of serious games in healthcare: they allow for practice and training given in simulations of real-world conditions in otherwise dangerous ...
doi:10.1007/978-3-319-46152-6_4
fatcat:qbcjbejvq5b3vnfvbndrmcjm6q
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (Preprint)
2020
JMIR Serious Games
We provide guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts. ...
The selected best-practice serious games either prove their effectiveness through scientific studies or by winning game awards. ...
Games project. ...
doi:10.2196/19037
pmid:32706669
fatcat:j5bcnsmykrbfnlbssxtrjozua4
Engaging Mind Chemistry with Gamification: HR Practitioners Views
2020
Ushus - Journal of Business Management
Creating user experience,involving them through practice and engagement was achallenge for HR practitioners. ...
And theapplication of gamification in various HR-relatedprocesses such as recruitment, training, learning anddevelopment, performance management, andengagement. ...
In structural gamification, gaming elements such as badges, levels, points, and leaderboard are added, whereas, in serious games, companies create a game or a simulation of a process such as training simulation ...
doi:10.12725/ujbm.53.4
fatcat:ews662tdifazxf5icvziscn4ua
Gamification in Management: a systematic review and research directions
2019
International Journal of Serious Games
Via a systematic review of 203 studies addressing management contexts and gamification, it develops a holistic framework for the analysis of gamification in management areas. ...
This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management ...
In comparison with serious games, gamification requires a strategic view; that is gamification is a strategy, whereas serious games are games [5] . ...
doi:10.17083/ijsg.v6i2.282
fatcat:dzvrg6yryrcsnbjfaojyjcqzfa
Serious Games in Higher Distance Education
2021
Canadian Journal of Learning and Technology
Serious gaming as a result, focuses on engaging learners in activities which are not solely developed for enjoyment purposes. ...
Games have been socially entrenched throughout history as a form of entertainment. ...
Applicability in Education Serious games are applied in various professional settings such as corporate, research, health care, industrial, military, government, and education sectors (Dichev & Dicheva ...
doi:10.21432/cjlt27965
fatcat:enl5jkn46vasrjseudwugwcheq
The Business of Creating Games
2021
JGGAG (Journal of Games, Game Art, and Gamification)
The findings highlight that serious games can have positive and effective impacts in multiple areas of business, including education, decision-support, marketing and consumer outreach. ...
Nevertheless, there is still a requirement for better considerate of how the adoption of games and gamification would influence the process of decisionmaking for customer and organizations across different ...
Because of their ability to motivate, engage and influence behaviors, serious games are being used in the corporate sector for training, recruitment and marketing and sales, via targeting planning, problem ...
doi:10.21512/jggag.v1i2.7262
fatcat:l5xa6nq7u5bfjdqwqfa67opaxe
TimeMesh – A Serious Game for European Citizenship
2013
EAI Endorsed Transactions on Serious Games
Serious games are games where the entertainment aspect is not the most relevant motivation or objective. ...
TimeMesh is an online, multi-language, multiplayer, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions. ...
Mike Zyda describes Serious Games as "a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, ...
doi:10.4108/trans.gbl.01-06.2013.e2
fatcat:2w5ephjkifhvlequlhgql67bxq
A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions
2014
International Journal of Contents
In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious ...
The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers. ...
ACKNOWLEDGMENTS This paper is an advanced version of our paper published at the "A Preliminary Study of Serious Game Effect Model: based on Construal-Level Theory", Journal of Korea Game Society 2014 Aug ...
doi:10.5392/ijoc.2014.10.4.053
fatcat:2fyqnlw5gnfzxgs77wmjo3pjpi
Cognitive science implications for enhancing training effectiveness in a serious gaming context
2007
Journal on Educational Resources in Computing
In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based ...
We depict how cognitive principles can be applied to improve the training effectiveness in this serious game. We conclude this paper with recommendations for gaming educators. ...
ACM Journal of Educational Resources in Computing, Vol. 7, No. 3, Art. 2. Publication Date: November 2007. ...
doi:10.1145/1281320.1281322
fatcat:u2xwk2vrrjcqbgzkaytnwr3qqy
Design of an Agent-Based Learning Environment for High-Risk Doorstep Scam Victims
[chapter]
2018
Communications in Computer and Information Science
This paper describes the conceptual design of a proposed training application. This application will provide an agent-based learning environment for highrisk doorstep scam victims. ...
In order to create a training application, field research has been done to the content and progress of doorstep scams, which is used to create interactive scenarios. ...
Furthermore, serious games are seen as fun and motivational since players want to achieve goals within the game. ...
doi:10.1007/978-3-319-94779-2_29
fatcat:ez5sxxdoznbrpggi3pjdyyezsi
Systematic Review of Enjoyment Element in Health-Related Game-Based Learning
2020
International Journal of Emerging Technologies in Learning (iJET)
This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. ...
Three theories were found to be particularly relevant for explaining the concept of enjoyment in relation to health-based gaming: self-determination theory, flow theory, and uses and gratification theory ...
Her research interests include youth development, social entrepreneurship, corporate social responsibility, and ICT for development. ...
doi:10.3991/ijet.v15i21.17345
fatcat:ip3rmjurnzgahajwri62j2tfyq
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