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This page includes scientific and other articles on serious games.

 

 In the following table we collect all the articles that present some interesting features for the theme of the Serious Games, indicating who wrote the articles, what it is about and the link where it is possible to access it. Articles that are not published on the web are attached in this page as files (end of the page).

 

 

 # Title & Author Area & Language  Description Link
1

Serious Games and e-Learning,
by David Wortley

E-learning through Serious Games

English

What are different approaches to the development of e-learning solutions in the  emerging 'serious games' sector? What are their potential effectiveness and commercial sustainability? The article explains learning based on serious games that considers and contrasts the current practices of customised project based e-earning package development against emerging web 2.0 solutions based on end user empowerment and customisation. It also examines the implications for learning management systems (LMS) and some of the issues which will need to be addressed by emerging serious games. http://www.digitallearning.in/
articles/article-details.asp?
articleid=1186&typ=TRENDS
2

Computer Game Helps Autistic Children Recognize Emotions

E-learning through Serious Games

English

An interactive computer software program called FaceSay™ has been shown to improve the ability of children with autism spectrum disorders (ASD) to recognize faces, facial expressions and emotions, according to the results of a study conducted by psychologists at the University of Alabama at Birmingham (UAB). FaceSay™, created by Symbionica L.L.C., features interactive games that let children with ASD practice recognizing the facial expressions of an avatar, or software “puppet.” Specifically, the computer games teach the children where to look for facial cues such as an eye gaze or a facial expression.

http://www.sciencedaily.com/releases/[1]

2007/06/070622183516.htm

3 Educational and Business Applications of Serious Games and Virtual Worlds, by a. Antonova, M. Martinov

E-learning through Serious Games

English 

Serious games and virtual worlds gain impetus in business and education, broadening perspectives for their wider use and implementation. Both serious games and virtual worlds' technologies changed fundamentally the motivation and user involvement in educational process, enhancing active knowledge building and sharing. The present research aims to identify and compare some of the key features and characteristics of serious games and virtual worlds and to provide comparative analyses and recommendations for their wider use and implementation in business and education.  
4 Using ACTA  methodology to elicit expert knowledge for serious games- the TARGET approach, by A. Antonova, K. Stefanov, A. Grigorov

E-learning through Serious Games

English 

Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) don´t provide knowledge content in explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. Thus, expert knowledge should be implicitly embedded into design of SG and training simulations. The present paper will discuss the problem of expert knowledge elicitation for building SG, and will analyze the use of cognitive task analysis methods for SG. There will be discussed the use of Applied Cognitive Task Analysis (ACTA) as effective and time-efficient tool for codification of expert skills in the context of Serious games and complex TEL simulations.  
5 Emotions in Serious Games: From experience to assessment, by L. Anolli, F. Mantovani, L. Confalonieri, A. Ascolese, L. Peveri 

E-learning through Serious Games

English 

Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the match of simulation aspects, game aspects and pedagogical elements at the same time. Among the different benefits that Serious Games provide, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. In the first part of the paper we will focus on the specific characteristics of the form of learning offered by Serious Games and on the role played by emotions in this learning process. The second part of the paper will be dedicated to understand how it is be possible to analyse the emotional aspects of users’ experience in SGs and to explore a new promising research and development direction concerning the use of the Affective Computing in Serious Games.  

http://online-journals.org/i-jet/article/view/1496

6 The Video Game Industry Outlook: $31.6 Billion and Growing  

E-learning through Serious Games

English

The report is good news for companies in the video game industry, predicting that the global gaming market —measured by consumer spending on games played on all platforms, including online and wireless games, but not counting gaming hardware sales—will expand at a compound annual rate of 9.1% over the next five years. www.businessweek.com
7 Game industry hoping for a repeat

E-learning through Serious Games

English

Since May 1, the four major publicly- traded U.S. game publishers have lost a collective $6 billion in market capitalization, a drop of about 25 percent. The sharp decline reflects a realization among investors that the game industry will recover more slowly than expected from the transition to a new generation of consoles, the Xbox 360 from Microsoft, the Sony PlayStation 3 and the Nintendo Wii. Furthermore, analysts said, the game publishing industry was being disrupted by the growing cost of development, and by uncertainty amid the growing popularity of online game play. http://www.highbeam.com/doc/1P1-125439232.html
8 Getting serious about gaming

E-learning through Serious Games

English

Everyone knows video gaming is a growth industry. What's less well known is how Web 2.0 and big business are contributing to that growth http://www.lifewhile.com
9 Mining virtual worlds for market research

E-learning through Serious Games

English

Imagine asking 42,000 tech-savvy tweens and teenagers around the globe about their buying and spending habits, as well as their brand preferences. How long would it take to conduct such market research? If you wanted to zero in on kids who regularly played online games or engaged in networked communities in Web-based virtual worlds, how would your market-research team target them and then verify their activity in these online parallel universes?
http://www.wpbf.com
10 Corporate Training Gets Serious with Games

E-learning through Serious Games

English

Do you need people trained quickly and effectively in important knowledge and skills? Serious games involve learners with the interaction and adrenaline-boost that make learning quick and help it stick. Facilitated discussion during the game can solidify the information. Discussion also builds buy-in for the corporate objectives the training supports. Employees enjoy the interactivity, and most people will select “playing a game” as the preferred learning model when given a choice. In addition, the effectiveness of knowledge transfer to the job makes serious games a good investment for the company. www.sealund.com
11 Business Agility is a Serious Game

Serious Games in Business

English

Something unexpected happens when companies combine the use of three types of systems: business process management (BPM); business intelligence (BI); and interactive simulation systems. It creates something larger than the sum of its parts. It empowers people to see emerging threats and opportunities and get real good at managing business operations in our high change economy. In other words – they get agile. http://blogs.cio.com/it-strategy/16831/business-agility-serious-game
12 Serious Games Getting More Serious at CITRIS

Market of Serious Games

English

According to market research firm DFC Intelligence the video game industry is currently worth an estimated 66 billion US dollars worldwide and is expected to grow by another $15 billion within the next four to five years across all platforms. To put the shift in our attentions into contrast, IBM released a study in 2006 which very bluntly stated in its title “The End of Television as We Know It”. In the report it states that the traditional audience is tuning out and turning to video on demand options, thereby killing the advertising revenues of the business.  http://tekunborn.wordpress.com/
13 The Impact Of Mobile Learning Growth On Serious Games Market 

Market of Serious Games

English

In preparation foriLearning Forum 2012 in Paris on January 31st and February 1st, I have been looking out for key trends. My last two articles were about Rapid Learning and latest learning technologies. Now I want to see what’s going on with Serious Games in eLearning, as many of our exhibitors are now providing tools and services around the development and delivery of games and simulations for teaching and learning. http://www.myrhline.com/actualite-rh/the-impact-of-mobile-learning-growth-on-serious-games-market.html
14 Africa: Serious Games for a Better World 

E-learning through Serious Games

English

Animations, computer games and websites: they're all instruments used by Butterfly Works, a Dutch co-design studio working to reach - and teach - young people in developing countries. They'll tackle any issue from sexual and reproductive health to corruption. http://allafrica.com/
15 Total French Games Market in 2011 

E-learning through Serious Games

English

The 2011 French National Gamers Survey (L’Etude Nationale des Jeux Video) and the international Games Market Revenue Report, both from Newzoo, reveal that 24 million French spend a total of 27 million hours per day on games.
http://gonintendo.com/?mode=viewstory&id=160638
16 Serious games and learning effectiveness: The case of It’s a Deal!

E-learning through Serious Games

English

Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play.  http://www.sciencedirect.com
17 Holland is a serious player in global gaming industry

E-learning through Serious Games

English

Gaming is booming. The number of gamers is growing rapidly in the past years. With the rise of online, casual and serious gaming, Dutch gaming companies have increased significantly too. In the past five years, the number of people employed in the Dutch gaming industry has doubled. Dutch educational institutes have responded to these trends by developing courses and curricula to support the development in the gaming sector. http://www.hollandtrade.com/sector-information/creative-industries/gaming/?bstnum=4912
18 Serious Gaming: augmenting daily life with game mechanics

E-learning through Serious Games

English

We recently read through an excerpt from Jane McGonigal’s new book, Reality Is Broken. The article concisely summarises the potential for game mechanics to enrich our lives, particularly in the workplace. This may sound like a far-off idea, augmenting our school and work lives with game mechanics, but the reality is that this is already happening and influencing our behavior. http://blog.gbanga.com/2011/04/serious-gaming-augmenting-daily-life-with-game-mechanics/
19 Getting serious about video games

E-learning through Serious Games

English

Video games have somewhat of a bad reputation today: individuals have attacked games for their supposed contribution to obscenity and their debilitation of male virtue. Despite these fears, scientists have identified some benefits from gaming, ranging from improved self-worth to augmented surgical skills. In the foreign policy arena, video games can and should serve as a powerful tool for educating civilian and military personnel about war and foreign affairs... http://ricks.foreignpolicy.com
20 Serious games aim to be thought-provoking

E-learning through Serious Games

English

Games aren't just for gamers anymore. 'Serious games' can teach web users to fight terrorism and the illiterate to read - even fleeing to Europe has become a game. But there's a seed of seriousness there, as well. http://www.dw.de
21 Understanding Serious Games in Business

E-learning through Serious Games

English

As serious games gain recognition in the business world, it is important that we understand them completely. This article by senior Forrester Research analyst TJ Keitt gives an excellent explanation of what can be expected from serious games used internally in businesses, and the best areas to implement gamification within a company. http://www.brokenmyth.com
22 Serious Games and Implementing Strategic Change  

E-learning through Serious Games

English

Organizational change, when all is said and done, is the coordinated shift of many individual mindsets. Some present reality gives way to a desired or needed future reality. My colleague Tom Wadsworth refers to this as “making the future present”. It is well documented that change projects face high hurdles and frequently fail. Generally speaking the failure can be attributed to either an insufficient number of people adopting the future (i.e., “making it present”) or to a decay rate where adopters abandon the effort and prevent the effort from hitting the power curve. http://futurepossibilities-wordpress.com
23 Can we play – and learn – our way out of poverty?

 

E-learning through Serious Games

English

Complex systems like the global economy have leverage points where a little insight, action, or power can be amplified to make an outsized difference. These are catalysts for change. http://www.missiontolearn.com
24 Serious games - sector set to shape our digital economy  

E-learning through Serious Games

English

Ireland’s performance in the games sector over the next five years will provide an insight, not only into the country’s ability to succeed in this intensely competitive global industry, but also on our capacity to exploit the opportunities presented by the broader digital economy. A recent report from Forfás, entitled The Games Sector in Ireland: An Action Plan for Growth, looks at the growth opportunities within the games sector and assesses our readiness to avail of them. http://www.engineersjournal.ie
25 Grey matter, aesthetics and learning in games

 

E-learning through Serious Games

English

Just off the study of Cognitive Learning and the mind as a computer phenomena I will again look into the realm of gaming with a brief foray into some politics of representation of virtual reality prominent in gaming. http://digitalhopscotch.com/?p=526
26 A systematic literature review of empirical evidence on computer games and serious games

Serious Games Research

English

This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. http://www.sciencedirect.com
27 A card-playing humanoid playmate for human behavioral analysis

Serious Games Research

English

This paper presents the groundwork for developing a humanoid playmate that is capable to play a poker game with people. http://www.sciencedirect.com
28 White Paper: The serious games in education and vocational training

White paper

French

Le jeu sérieux fait beaucoup parler de lui. Néanmoins, il n'a pas encore trouvé la place qu'il mérite dans les établissements scolaires et les centres de formation professionnelle. Sur la toile en revanche, on peut accéder à des centaines de jeux sérieux gratuits. Le jeu sérieux est-il soluble dans la formation académique ? Les réponses à cette question sont à découvrir dans notre tout nouveau Livre blanc, préparé par Alexandre Roberge. http://cursus.edu
29 Tackling Sensitive Issues Using a Game-Based Environment: Serious Game for Relationships and Sex Education

Serious Game

English

Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminatingsuch experiences is important for enhancingadolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subjectmatters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher ledand aims to engage students in gameplay and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

http://www.ncbi.nlm.nih.gov/pubmed/22954849

30 Virtual Represen-tations of the Self: Engaging Teenagers in Emotional Regulation Strategies Learning

VRS applied to MH field

English

The aim of this paper is to present digital representations of humans (i.e., avatars) that look like the self, applied to the Mental Health (MH) field. Virtual Representations of the Self (VRS) are in our opinion a tool with a great potential for engaging teenagers in emotional regulation strategies learning and an excellent example of new technology application to the basic concept in psychology field such as Bandura's modeling [1]. VRSs have already demonstrated their potential on human behavior modification (e.g. modification of physical activity; eating habits) in general population [2]. Thus, the same technology can bring in our opinion a lot to the Mental Health field, especially in emotional regulation learning. This paper presents a theoretical background and describes the methodology that we plan to apply in order to validate the efficacy of VRSs in clinical settings. Also, the implications of such technology and future research lines are discussed.

http://www.ncbi.nlm.nih.gov/pubmed/22954865

31 Designing Virtual Audiences for Fear of Public Speaking Training - An Observation Study on Realistic Nonverbal Behavior

Virtual Reality

English

Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy of fear of public speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. Usually, prototypical audience behavior (neutral, social and anti-social) serves as stimulus in virtual training sessions, although there is significant lack of theoretical basis on typical audience behavior. The study presented deals with the design of a realistic virtual presentation scenario. An audience (consisting of n=18 men and women) in an undergraduate seminar was observed during three frontal lecture sessions. Behavior frequency of four nonverbal dimensions (eye contact, facial expression, gesture, and posture) was rated by means of a quantitative content analysis. Results show audience behavior patterns which seem to be typical in frontal lecture contexts, like friendly and neutral face expressions. Additionally, combined and even synchronizedbehavioral patterns between participants who sit next to each other (like turning to the neighbor and start talking) were registered. The gathered data serve as empirical design basis for a virtual audience to be used in virtual training applications that stimulate the experiences of the participants in a realistic manner, thereby improving the experienced presence in the training application.

http://www.ncbi.nlm.nih.gov/pubmed/22954859

32 Smiling is Fun: A Coping with Stress and Emotion Regulation Program

E-learning

English

Emotional disorders (Anxiety disorders and Mood disorders) are one of the most common health problems worldwide, and their economic costs are very high. People suffering from emotional disorders often use maladaptive emotion regulation strategies and have low coping behaviour that contributes to the presence of clinical symptoms. For this reason, it is important to develop strategies to monitor coping and promote emotion regulation in people exposed to high levels of stress. Information and Communication Technologies (ICT) can help us in this task. Recent systematic reviews of literature on evidence-based CBT treatments delivered via the Internet show that these approaches are effective. We have developed an intervention program ICT based: Coping with Stress and Emotion Regulation Program (Smiling is Fun), a self-applied program via the Internet. Smiling is Fun follows a transdiagnostic perspective, and it is based on CBT techniques. However, it also includes other psychological strategies to improve positive mood. The aim of the present work is to describe Smiling is Fun and the study designed to test its efficacy.

http://www.ncbi.nlm.nih.gov/pubmed/22954841

33 An Online Emotional Regulation System to Deliver Homework Assignments for Treating Adjustment Disorders

VirtualReality

English

Adjustment Disorders (AD) is a very common mental health problem in primary care. Only general treatment guidelines are available for its treatment. Our research team has developed a cognitive-behavioural treatment (CBT) supported by Virtual reality (EMMA system) that has shown its utility in the treatment of AD. EMMA is a VR adaptive display that adapts its presentation to the patient' therapeutic needs. So far, researchers have been centered on how to use the Information and Communication Technologies to deliver treatment within the therapeutic context. TEO is a completely open Online Emotional Therapy web-based system that allows creating personalized therapeutic material. The patient can access this material over the Internet. Preliminary data about the acceptability of TEO system in a case study has already been obtained. The aim of the present work is to describe the session protocol regarding the homework assignments component in the treatment of AD designed in TEO system. Also, data about preferences and efficacy of TEO system versus traditional homework assignments implementation in a single case study with AD are presented. A web-based system of this kind increases the possibilities for therapy.

http://www.ncbi.nlm.nih.gov/pubmed/22954870

34 NeuroVR 2—A Better Free Virtual Reality Platform for Cyber-Psychology and CyberTherapy  

Virtual Reality

English

 

The use of Virtual Reality (VR) in medicine and behavioral neurosciences has become more widespread. This growing interest is also highlighted by the increasing number of scientific articles published each year on this topic: searching PsycINFO with the keyword "virtual reality," we found that the total number of publications has increased from five in 1991, 144 in 1996 and 758 in 2001, to 3,838 in 2011, showing an average annual growth rate of nearly 55%. Although it is undisputable that VR has come of age for clinical and research applications [1-3] much of this growth, however, has been in the form of feasibility studies and pilot trials.

 

http://www.highbeam.com/doc/1G1-260138377.html


 

Tag page

Files 10

FileSizeDateAttached by 
 Future of Serious Gaming.pdf
The following paper is mainly supported by presentations given at expert meetings about Serious Gaming. The meetings were organized by Jacco van Uden, project manager of the project Future of Serious Gaming, for Stichting Toekomstbeeld der Techniek, (Netherlands Study Centre for Technology Trends) (http://www.seriousgames.tv/pdf/Futurescenarios.pdf)
260.33 kB15:23, 22 Feb 2012PappasActions
 HUNTING AND GATHERING WITH DIGITAL NATIVES.pdf
Are the natural and different multi-tasking capabilites of men and women being rapidly developed and homogenised by information communication technologies and if so, what are the implications for learning?
77.86 kB09:33, 16 Jun 2010ErznoznikActions
 How to be a Learning Hero.pdf
Guitar Hero is an electronic game that can teach us a lot about the learning process.
749.68 kB09:07, 16 Jun 2010ErznoznikActions
 ICTE2010-Paris-edu-games-CR.pdf
The article represents a new, formalized model of traditional quizzes, puzzles and quests shown as multimedia board games which facilitates the construction process of such games. Authors provide different examples of quizzes and their models in order to demonstrate the model is quite general and does support not only quizzes, mazes and quests but also any set of teaching activities. The execution process of such models is explained and, as well, how they can be useful for creation and delivery of adaptive e-learning courseware.
311.47 kB12:38, 27 May 2010AscoleseActions
 ITS ALL IN THE MIND.pdf
How important is concentration or level of attention in learning process? Mr. David Wortley explores methods of teaching which grab attention of pupils and students. Is it the subject material or the ability of a teacher to hold an audiance captive ny his or her gifted storytelling? The Serious Games Institute (SGI) is exploring the use of devices such as Neurosky which are able to resolve and filter the brainvawes associated with our levels of attention/ concentration.
294.24 kB09:28, 16 Jun 2010ErznoznikActions
 SHASPA_Article.pdf
The same technologies which brought us "Guitar Hero", "World of Warcraft", Myspace and Facebook could soon be harnessed to empower a whole generation of citizens to save energy and improve environment. David Wortley, Director of Serious Games Institute (SGI) at Coventry University describes how a collaboration between the SGI, a Swiss entrepreneur and a digital signage company has developed next generation smart metering technology that could transform energy usage in homes and businesses.
598.92 kB08:57, 16 Jun 2010ErznoznikActions
 SeriousGames_Improving Public Policy through GBL.pdf
This paper deals with Game based Learning to improve Public Policy highlighting how commercial game and simulation developers, practices, and technology can be utilized by a wider field of organizations that build and apply models and simulations in the area of public policy.
357.68 kB11:10, 19 Jan 2010AscoleseActions
 The Emergence of Games for Health.pdf
The emergence of health games as a significant resource in human well-being has great complexity and many moving parts. Technology is changing the doctor–patient relationship in every aspect—from records management to symptom assessment to the delivery of preventive and corrective procedures. (http://online.liebertpub.com/doi/pdfplus/10.1089/g4h.2012.1010)
49.64 kB15:09, 22 Feb 2012PappasActions
 The impact of Mobile Learning Growth on Serious Games Market.pdf
In preparation for iLearning Forum 2012 in Paris on January 31st and February 1st, I have been looking out for key trends. My last two articles were about Rapid Learning and latest learning technologies. Now I want to see what’s going on with Serious Games in eLearning, as many of our exhibitors are now providing tools and services around the development and delivery of games and simulations for teaching and learning. (http://www.ilearningforum.org/docs/ArticleNovembre2011EN.pdf)
95.27 kB15:17, 22 Feb 2012PappasActions
 Video_Games and Brainwaves.pdf
Video Game interface technologies now include brain-wave control which demands new levels of multi-tasking capability. There is a research evidence that these technologies are causing physiological changes in the brains of whole generations of humans. This has a profound impact on global social and economic development and the health and wellbeing of future generations.
205.42 kB08:46, 16 Jun 2010ErznoznikActions
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