Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
The Game Design Reader: A Rules of Play Anthology
The Game Design Reader: A Rules of Play Anthology
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
From Barbie® to Mortal Kombat: Gender and Computer Games
From Barbie® to Mortal Kombat: Gender and Computer Games
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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This paper presents an exploratory research of health games in EU, focusing on the role of multiplayer in the health-games experience, utilizing the health-game taxonomy suggested by Sawyer and Smith [1], combined with a preliminary survey of fity existing European health games in order to point out existing trends and suggest currently untapped venues of exploration. First, a theoretical review is presented, utilizing framework from the humanities and cultural studies in order to address what seen as a design issue with contemporary serious health games. Then, the results of a quantitative study of existing health games are presented, and analyzed through an existing taxonomy. Last, based on the lacunas found in the taxonomy, a thorough theoretical analysis is undertaken on their possible reasons, and suggestions on design methodologies are introduced through a comparison with existing commercial multiplayer games.