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Introduction to the special issue on "Gamification of Industrial Systems"

Samir Garbaya, Theodore Lim
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

Yulia Bachvarova, Stefano Bocconi, Bartwin van der Pols, Maria Popescu, Ion Roceanu
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

Francesco Bellotti, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger
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

Panagiotis Petridis
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]

Phil Wilkinson, Thomas Joseph Matthews
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)

Polona Caserman, Katrin Hoffmann, Philipp Müller, Marcel Schaub, Katharina Straßburg, Josef Wiemeyer, Regina Bruder, Stefan Göbel
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

Veena Shenoy, Doel Bhattacharya
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

Vanissa Wanick, Hong Bui
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

Ann Celestini
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

Arsa Widitiarsa Utoyo
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

Ricardo Baptista, Carlos Vaz de Carvalho
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

Hye Rim Lee, Eui Jun Jeong
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

Frank L. Greitzer, Olga Anna Kuchar, Kristy Huston
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]

Laura M. van der Lubbe, Tibor Bosse, Charlotte Gerritsen
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

Habibah Ab Jalil, Nurul Amelina Nasharuddin, Erzam Marlisah, Ahmad Iqmer Nashriq Mohd Nazan, Ismi Arif Ismail, Aini Marina Ma'rof, Nur Ain Farhan Mohd Rusdi, Zeinab Zaremohzzabieh
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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