An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

Success factors for serious games to enhance learning: a systematic review

WS Ravyse, A Seugnet Blignaut, V Leendertz… - Virtual Reality, 2017 - Springer
There is no doubt that an abundance of factors exists that makes learning with serious
games successful. Research articles reporting on these factors, however, tend to focus on …

Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities

CS González, N Gómez, V Navarro, M Cairós… - Computers in human …, 2016 - Elsevier
Abstract The World Health Organization (WHO) has declared obesity as a 21st-century
epidemic after reaching global proportions. In Spain, this disease is suffered by 62% of the …

Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)

S Rezaei, SS Ghodsi - Computers in Human Behavior, 2014 - Elsevier
A few study examined the impact of value and aspects of behavioral intention in virtual
environment. The aim of this study is to examine the impact of emotional value (VE), social …

Affective states in computer-supported collaborative learning: Studying the past to drive the future

RCD Reis, S Isotani, CL Rodriguez, KT Lyra… - Computers & …, 2018 - Elsevier
CSCL investigates ways of promoting students' collaboration through technology. Although
affective states and socio-emotional factors have an important effect on learning, few studies …

Social and emotional learning in the Ibero-American context: a systematic review

FD Fernández-Martín, JM Romero-Rodríguez… - Frontiers in …, 2021 - frontiersin.org
Social and emotional learning (SEL) has acquired great prominence in recent years, due to
the skills it develops in students, influencing personal and social well-being. At the same …

A new measure for serious games evaluation: gaming educational balanced (GEB) model

K Martinez, MI Menéndez-Menéndez, A Bustillo - Applied Sciences, 2022 - mdpi.com
Featured Application A metric to evaluate gaming and educational features of already
developed serious games. This model can also guide the design of new serious games …

A systematic review of game technologies for pediatric patients

S Jurdi, J Montaner, F Garcia-Sanjuan, J Jaen… - Computers in biology …, 2018 - Elsevier
Children in hospital are subjected to multiple negative stimuli that may hinder their
development and social interactions. Although game technologies are thought to improve …

[PDF][PDF] Los videojuegos en la adolescencia: prácticas y polémicas asociadas

A Ameneiros, MC Ricoy - Revista de estudios e investigación en …, 2015 - researchgate.net
El presente trabajo trata de analizar el uso de los videojuegos por los/as adolescentes, así
como los lugares asociados a sus prácticas. Asimismo, se pretende desvelar la opinión que …

Brief review of video games in learning & education how far we have come

B Kenwright - Siggraph asia 2017 symposium on education, 2017 - dl.acm.org
This paper presents a survey on video games in learning and education, including patterns
and trends in technologies and correlations in popularity with regard to the entertainment …