Presence: Teleoperators and Virtual Environments
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Shared virtual worlds for education: the ExploreNet experiment
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flow in games (and everything else)
Communications of the ACM
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
Communications of the ACM - Creating a science of games
Games for science and engineering education
Communications of the ACM - Creating a science of games
JDoc: A Serious Game for Medical Learning
ACHI '08 Proceedings of the First International Conference on Advances in Computer-Human Interaction
The use of Second Life for distance education
Journal of Computing Sciences in Colleges
Evaluating user experiences in games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Lessons from a course on serious games research and prototyping
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Sweetening the medicine: educating users about information security by means of game play
SAICSIT '10 Proceedings of the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing augmented reality tangible interfaces for kindergarten children
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
Employing software maintenance techniques via a tower-defense serious computer game
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Towards a conversational agent architecture to favor knowledge discovery in serious games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
Art history concepts at play with ThIATRO
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
An easy to author dialogue management system for serious games
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
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Lowering the barrier between education and real entertainment is an important challenge in order to better exploit the potential of computers and reach a demographic that is traditionally averse to learning. To this end, it is important to investigate how to exploit the appeal of video games (VGs) to also favor and induce learning via playing video games. Achieving this goal is not only a matter of content, since simply “superimposed” educational content risks being perceived as boring. Hence we believe that the game should feature mechanisms for acquiring knowledge and skill that are smoothly embedded in a meaningful, homogeneous, and compelling whole. Thus, there is a need to compartmentalize components of a game engine so that it becomes easy and efficient to integrate the graphics/interface—which has already been done very well by state-of-the-art successful video games and the educational aspect which is typically poor in those same games. Hence we have defined a general set of mechanisms and modules that can be inserted in state-of-the-art VG environments and are aimed at promoting various kinds of knowledge and procedural skill acquisition. In order to investigate and validate this concept, we have built an educational game, SeaGame, using a state-of-the-art commercial game development approach, and enriched the environment with instances of developed educational modules. Analyzing user test results, we conclude that SeaGame is perceived quite similarly to commercial VGs, which suggests that the proposed mechanisms do not compromise the overall enjoyability of the game, which is key to attracting a wide demographic that is not currently involved in educational activities during their leisure time. The results of this research can be generalized, since the standards of commercial games and the proposed educational enhancements can be instantiated in a variety of educational contexts and applied to different types of content.