Evaluation of serious games

S Göbel, M Gutjahr, S Hardy - Serious Games and Virtual Worlds in …, 2013 - igi-global.com
Comprehensive evaluation studies are necessary to “prove” the benefit of Serious Games
(SG). This is also extremely important for the commercial success of SG: Best practice …

Understanding player perceptions of RegnaTales, a mobile game for teaching social problem solving skills

YP Ooi, DHL Goh, ED Mekler, AN Tuch… - Proceedings of the 31st …, 2016 - dl.acm.org
Research on the use of serious games to support child and adolescent mental health
interventions is in its early stages. Work is needed to provide evidence of the applicability …

Guidelines for Teachers on the Use of Digital Games on SDG-Relevant Topics in Geography Classes

A Budke - Digitalization, New Media, and Education for …, 2023 - igi-global.com
The chapter is concerned with the use of digital games in educating about societal
challenges connected to the Sustainable Development Goals (SDG) in geography classes …

'I play, therefore I learn?'Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game

F De Grove, J Van Looy, C Courtois, L De Marez - Meaningful Play, 2010 - biblio.ugent.be
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by
high school students in its subsequent design stages. We first focus on the multifaceted …

Balancing and Analyzing Player Interaction in the ESG+ P Game with Machinations

L Ouriques, F Silva, M Parreiras… - Journal on …, 2024 - journals-sol.sbc.org.br
This work explores the balancing of an educational game to teach sustainable development
in organizations by focusing on player interaction and employing strategies. Game success …

Negativity in Play-How Negative Emotions create Meaningful Games

MAM Umbelino, RR da Mota - … do XX Simpósio Brasileiro de Jogos e …, 2021 - sol.sbc.org.br
Emotions are considered a core component of any media experience, including video
games. However, most research regarding video game experiences regularly focus on the …

Stratégie de développement d'un serious game: entre processus de gamification et de disengamement

S Goria - SG 2014, AIM Serious Games et innovation, 2014 - shs.hal.science
Ces dernières années deux expressions relatives à l'utilisation partielle ou complète
d'éléments issus des jeux dans des contextes non ludiques ont vu le jour. Ces expressions …

De volta ao parquinho: A busca da diversão no jogo digital

DF Tondorf, M da Silva Hounsell - … do XX Simpósio Brasileiro de Jogos …, 2021 - sol.sbc.org.br
Ha muito tempo a diversão tem sido considerada inerente ao ato de jogar. Há autores que
defendem que ela é elemento presente nos jogos e outros que ela não é necessária, que …

Meaningful gameplay design and the effect on eudaimonic and hedonic gaming experience

WJD Koek, V Yu, VHH Chen - 2022 - scholarspace.manoa.hawaii.edu
Past research has looked into meaningfulness in video game narratives, as well as
meaningful play. However, more empirical studies are needed to understand the …

Doctoral Colloquium—Challenging Stereotypes Around NeurodiversityThrough Co-Design in a 2D Videogame, The Things Left Behind

Z Parishani, N Glaser… - Immersive …, 2024 - publications.immersivelrn.org
Abstract The Things Left Behind is an interactive, story-driven game that delves into the
multifaceted experiences of neurodiverse individuals. Set within a cozy game aesthetic, the …