Interface agents: metaphors with character
Software agents
Motivation driven learning for interactive synthetic characters
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Deictic and emotive communication in animated pedagogical agents
Embodied conversational agents
Affective interactions: the computer in the affective loop
Proceedings of the 10th international conference on Intelligent user interfaces
Multimodal affect recognition in learning environments
Proceedings of the 13th annual ACM international conference on Multimedia
Eye-tracking for user modeling in exploratory learning environments: An empirical evaluation
Knowledge-Based Systems
Water wars: designing a civic game about water scarcity
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Conducting ethical research with a game-based intervention for groups at risk of social exclusion
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Developing serious games specifically adapted to people suffering from alzheimer
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
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This paper presents an evaluation of the societal impact of a simulation-based Serious Game. FloodSim was developed with the aim of raising awareness of issues surrounding flooding policy and citizen engagement in the UK. The game was played by a large number of users (N=25,701) in a period of 4 weeks. Quantitative and qualitative analyses (on a reduced data set) were carried out in order to explore the impact of FloodSim play in raising the general public awareness around flooding in the UK. The results suggest FloodSim was hugely successful in generating general public interest and there was evidence that (a) FloodSim increased awareness at a basic level and (b) that despite the simplicity of the simulation, players perceived FloodSim to be an accurate source of information about flood risk and prevention. This suggests that serious games such as FloodSim have potential to engage the public and raise awareness of societal issues. However, FloodSim only raised awareness at a basic level. It is suggested that more needs to be done to endow serious games with pedagogical principles and more care should be given to the accuracy of the information they convey. The appropriateness of games as an educational medium for raising awareness of complex, real-life issues should also be carefully considered. This study throws some light on the potential of simulation-based Serious Games to offer experiential learning, engage users with serious topics while raising public awareness and understanding of social issues such as flooding and related policymaking. Future research is outlined consisting of identifying the problems and challenges in designing and developing serious games while considering pedagogical principles.