Background Memory, one of the main cognitive functions, is known to decline with age. Serious games have been used for improving memory in older adults. The effectiveness of …
Exergames are defined as digital games that require bodily movements to play, stimulating an active gaming experience to function as a form of physical activity (PA). The players …
Background: Artificial intelligence (AI)–driven serious games have been used in health care to offer a customizable and immersive experience. Summarizing the features of the current …
Background Learning disabilities are among the major cognitive impairments caused by aging. Among the interventions used to improve learning among older adults are serious …
Introduction In recent years there has been an increasing interest in the field of educational computer games (ECGs). Although ECGs have been researched, more analyses still need …
Affective disorders can greatly influence the everyday lives of neurotypical and autistic individuals. As platforms that promote engagement, computer-based serious games (CSGs) …
F Gao, S Izadpanah - Education and Information Technologies, 2023 - Springer
Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The …
L Lukka, A Salonen, M Vesterinen, VM Karhulahti… - BMC Digital Health, 2023 - Springer
Background Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have …
M Aydin, H Karal, V Nabiyev - Education and Information Technologies, 2023 - Springer
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for …