Playability and player experience in digital games for elderly: A systematic literature review

A Rienzo, C Cubillos - Sensors, 2020 - mdpi.com
A higher number of people increasingly uses digital games. This growing interest in games,
with different objectives, justifies the investigation of some aspects and concepts involved …

Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage

C Meier, J Saorín, AB de León… - International Journal of …, 2020 - learntechlib.org
This paper describes an experience to incorporate the realization of virtual routes about the
sculptural heritage of a city in the classroom by developing a simulation of the urban …

From usability to playability: Introduction to player-centred video game development process

JL González Sánchez, N Padilla Zea… - … 2009, Held as Part of HCI …, 2009 - Springer
While video games have traditionally been considered simple entertainment devices,
nowadays they occupy a privileged position in the leisure and entertainment market …

Designing social videogames for educational uses

C González-González, F Blanco-Izquierdo - Computers & Education, 2012 - Elsevier
In this paper we analyze the main areas of research into educational videogames and in the
evolution of the technologies and design methodologies that are making these interactive …

Design of educational multiplayer videogames: A vision from collaborative learning

NP Zea, JLG Sánchez, FL Gutiérrez, MJ Cabrera… - … in engineering Software, 2009 - Elsevier
Videogames and their specific devices can be used to improve learning process since they
are very attractive for children. In this way, pupils increase their cognitive skills, the time …

[HTML][HTML] Educación superior: sustentabilidad y prácticas innovadoras

CE Daza-Orozco, AC Luque-Forero… - Editorial Politécnico …, 2022 - revistapiensapinter.co
Educación superior: sustentabilidad y prácticas innovadoras; es el resultado de varios
procesos de investigación realizados en Instituciones de Educación Superior cuyos ejes de …

Los newsgames como estrategia narrativa en el periodismo transmedia: propuesta de un modelo de análisis

A García-Ortega… - Revista …, 2018 - mediterranea-comunicacion.org
El creciente uso y popularidad de las narrativas transmedia ha propiciado la aparición de
nuevos géneros y formatos periodísticos. Es el caso de los newsgames, un formato …

Adaptation and validation of the scale of types of users in gamification with the Spanish adolescent population

A Manzano-León, P Camacho-Lazarraga… - International journal of …, 2020 - mdpi.com
The video game has been one of the phenomena with the greatest impact on the entire
social fabric, and especially among young people. Therefore, it is essential to understand …

Los serious games como estrategia eficiente para la comunicación científica en la pandemia de la Covid-19

MC Gertrudis Casado, MC Gálvez de la Cuesta… - 2022 - burjcdigital.urjc.es
Introducción: Las necesidades comunicativas derivadas de la pandemia de la Covid-19 han
favorecido el desarrollo de iniciativas dedicadas a canalizar la información a la ciudadanía …

Automatic Code Generation of User-centered Serious Games: A Decade in Review

PO Silva-Vásquez, VY Rosales-Morales… - … and Computer Software, 2022 - Springer
This paper reviews the literature on automatic code generation of user-centered serious
games. We decided to break the study in two parts: one study about serious games with …