Games used with serious purposes: a systematic review of interventions in patients with cerebral palsy

S Lopes, P Magalhães, A Pereira, J Martins… - Frontiers in …, 2018 - frontiersin.org
The purpose of the present systematic review was to examine extant research regarding the
role of games used seriously in interventions with individuals with cerebral palsy. Therefore …

Why so serious? On the relation of serious games and learning

J Breuer, G Bente - Journal for computer game culture, 2010 - hal.science
Serious games have become a key segment in the games market as well as in academic
research. Although the number of games that identify themselves as belonging to this …

Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning

A Ypsilanti, AB Vivas, T Räisänen, M Viitala… - Education and …, 2014 - Springer
Aging diversity in organizations creates potential challenges, particularly for knowledge
management, skills update and skills obsolescence. Intergenerational learning (IGL) …

Designing engaging educational games and assessing engagement in game-based learning

X Ge, D Ifenthaler - … in education: Breakthroughs in research and …, 2018 - igi-global.com
The focus of this chapter is on designing engaging educational games for cognitive,
motivational, and emotional benefits. The concept of engagement is defined and its …

An ethical decision-making framework with serious gaming: a smart water case study on flooding

G Ewing, I Demir - Journal of Hydroinformatics, 2021 - iwaponline.com
Sensors and control technologies are being deployed at unprecedented levels in both urban
and rural water environments. Because sensor networks and control allow for higher …

Digital twin of an electrical motor based on empirical performance model

A Rassõlkin, V Rjabtšikov, T Vaimann… - 2020 XI International …, 2020 - ieeexplore.ieee.org
The concept of Digital Twin is creating and maintaining a digital representation of the real
physical entity and supporting its performance utilizing simulation and optimization tools …

An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education

A Grammatikopoulou, S Laraba… - Journal of Computers in …, 2019 - Springer
As of the early twentieth century, a significant body of research has been published that
shows how effective game-based learning and gamification techniques can be, compared to …

Integration of new technologies and alternative methods in laboratory-based scenarios

M Burghardt, P Ferdinand, A Pfeiffer… - Cross Reality and Data …, 2021 - Springer
In this study, we report a preliminary requirements analysis to recognize needs and
possibilities for integrating new technologies and methods for lab-based learning in the field …

[HTML][HTML] Developing and validating interoperable ontology-driven game-based assessments

MJ Gomez, JA Ruipérez-Valiente… - Expert Systems with …, 2024 - Elsevier
Video games have assumed an important place in our daily lives. This has led to an
increasing interest on the use of games for non-entertainment purposes, introducing the …

[图书][B] Serious games for serious problems: from ludicus to therapeuticus

P Gamito, D Morais, J Oliveira, P Rosa, T Saraiva - 2011 - academia.edu
Within the primate family, the members of our species are the ones that present the longest
period of immaturity. Originally thought as an adaptive evolutionary strategy, since natural …