What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Social learning through gaming
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Promoting communication and inclusiveness in the IT classroom
Proceedings of the 6th conference on Information technology education
GamePlan: Serious Gaming for Place Making
Proceedings of the second Australasian conference on Interactive entertainment
Distinguishing games and simulation games from simulators
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 3rd international workshop on Visualization for computer security
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As the computer game industry grows, game capabilities and designs are being re-used for purposes other than entertainment. The study of 'Serious Games', i.e. games for education and policy making, is of growing interest in many sectors. This SIG will bring together people interested in the topic area to discuss emerging opportunities and challenges. A panel discussion will cover new uses for games, ways of incorporating new measures such as physiological arousal into traditional usability testing, and ways of pursuing new goals such as peer learning with games. Breakout groups will elaborate on panel topics, and also devise next steps for this interest community. A report of this SIG's outcomes will be submitted to the SIG CHI Bulletin.