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Cover of Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome
Whitepaper17 pages

Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome

Empirical Study of Adaptive Serious Games in Devottam Gaurav1,Yash Kaushik1,Santhoshi Supraja1, Manav Yadav2, M P Gupta1, 1Indian Institute of Technology, Delhi, India, 2Delhi Technological University [email protected],[email protected], [email protected], [email protected], [email protected]…

International Journal of Serious GamesMay 2022
Cover of Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception
Whitepaper24 pages

Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception

Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Woo-Hyun Lee1, Han-Moi Shim2, Hyung-Gi Kim3, 1Chung-Ang University, [email protected] 2 Myongji College, [email protected] 3,Chung-Ang University, [email protected] Many people have preconceived notions about…

International Journal of Serious GamesMay 2022
Cover of Design Framework for Social Interaction with Location-based Games
Whitepaper23 pages

Design Framework for Social Interaction with Location-based Games

Design Framework for Social Interaction with Location-based Xavier Fonseca1, Stephan Lukosch2, Frances Brazier3 1Polytechnic Institute of Porto, Portugal, [email protected] 2HIT Lab NZ, University of Canterbury, New Zealand, [email protected] 3Delft University of Technology, Netherlands…

International Journal of Serious GamesMar 2022
Cover of Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design
Whitepaper17 pages

Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design

Redesigning for Accessibility: Design Decisions and Compromises Matheus Cezarotto1, Pamela Martinez2, Barbara Chamberlin3 Learning Games Lab, New Mexico State University, Accessibility in educational media focuses on removing barriers based on learners' varied needs.

International Journal of Serious GamesMar 2022
Cover of Serious Games for Healthy Nutrition: A Systematic Literature Review
Whitepaper14 pages

Serious Games for Healthy Nutrition: A Systematic Literature Review

Serious Games for Healthy Nutrition.

International Journal of Serious GamesMar 2022
Cover of Virtual Game Jam: Collaborative Pathway to Serious Games for Health
Whitepaper8 pages

Virtual Game Jam: Collaborative Pathway to Serious Games for Health

Virtual Game Jam: Collaborative Pathway to Serious Games for 1Health Communications Consultants, [email protected] 2 National Academy of Sciences, [email protected] Game jams are collaborative competitions where participants make games from scratch within a short period of time.

International Journal of Serious GamesMar 2022
Cover of Examining Immersion in a Game-Based Experiment to Study Extreme Behavior
Whitepaper16 pages

Examining Immersion in a Game-Based Experiment to Study Extreme Behavior

Examining immersion in a game-based experiment to study Rudy Boonekamp1, Tamar Schaap2, Helma van den Berg3 This paper investigates whether immersion in a game-based experiment can be used to observe authentic behavior, for example in the case of studying extreme behaviors under unfamiliar circumstances.

International Journal of Serious GamesMar 2022
Cover of Roleplaying the Future of Surveillance
Whitepaper3 pages

Roleplaying the Future of Surveillance

This paper examines the use of live-action role-playing (larp) as both a research method and a means of public engagement with the ethics of machine vision and surveillance technologies.

  • The paper's central case is 'Sivilisasjonens venterom' (The Waiting Room of Civilization), a larp that debuted in November 2021 at the University Museum of Bergen, Norway, set in a post-apocalyptic city-state governed by an AI 'Intelligence' where citizenship depends on being legible to video surveillance, facial recognition, and emotion recognition systems.
  • The authors frame the larp as a way to cultivate phronesis (practical ethical judgment), placing players in situations requiring real choices about compliance, resistance, and exploitation of surveillance systems.
  • The design draws on Nordic larp traditions emphasizing collaboration, unobtrusive rules, and heavy themes, as well as Emma Leigh Waldron's 'Performance-as-Research' approach and the authors' earlier research larp 'The Asylum Seekers'.
University of BergenJan 2022
Cover of Video Games as a Supportive Tool in the Therapeutic Process
Whitepaper18 pages

Video Games as a Supportive Tool in the Therapeutic Process

This study, by Marcin Mateusz Granat, examines whether video games can support the treatment of diseases with rising morbidity rates.

  • Video games were evaluated as an adjunct therapy across six conditions (stroke, cerebral palsy, childhood amblyopia, pediatric brain tumor, PTSD, and depression) using literature from MEDLINE, Cochrane Library, Embase, Ovid MEDLINE and IEEE Xplore covering 1988–2020, restricted to studies with control groups.
  • In post-stroke rehabilitation, a study of 20 patients using Xbox Kinect found statistically significant mobility gains compared with standard therapy, and competitive two-player modes were linked to higher exercise intensity and lower stress than single-player play.
  • In pediatric care, a trial of 20 children with cerebral palsy showed significant gains on the Quality of Upper Extremity Skills Test, and children with amblyopia gained visual acuity over 20 hours of play, faster than the reference patching approach.
Homo LudensDec 2021
Cover of New Deixis? New Anaphora? New Semantics: Language Game and the Obviousness of Sex Marking
Whitepaper20 pages

New Deixis? New Anaphora? New Semantics: Language Game and the Obviousness of Sex Marking

Arkadiusz Jabłoński's 2021 paper in Homo Ludens examines whether new Polish practices of marking sex in language, including feminatives, gendered deixis, and anaphora, actually solve genuine communicative problems.

  • The paper argues that gender marking in Polish is only loosely tied to biological sex, so rigid binary marking of sex where it was previously unmarked is often redundant.
  • Using Berne's transactional model, the author characterizes the practice of imposing gender as a primary parameter in language as a 'parent' stance, and frames the feminative and gendered deixis debate as a 'language game' rather than issuing a normative verdict.
  • The author contends that neutral-gender forms already secure linguistic equality, and that the case for binary sex marking lacks clear empirical evidence of solving real communicative problems.
Homo LudensDec 2021
Cover of A Serious Game to Learn English: The Case of Bethe1Challenge
Whitepaper16 pages

A Serious Game to Learn English: The Case of Bethe1Challenge

A Serious Game to learn English: The case of Bethe1Challenge Paola Julie Aguilar-Cruz 1, Henry Alberto Álvarez Guayara 2 1English Language Teacher and researcher, Universidad de la Amazonia and Jorge Eliécer Gaitán High School at Florencia, Caquetá, Colombia; https://orcid.org/0000- 0001-8386-9104, [email protected] 2…

International Journal of Serious GamesDec 2021
Cover of The Effect of a Serious Game on Aviation Vocabulary Acquisition
Whitepaper15 pages

The Effect of a Serious Game on Aviation Vocabulary Acquisition

The effect of a serious game on aviation vocabulary acquisition 1Department of Foreign Languages, National Defence University, Turkey, {ndincer, rgungor}@hho.msu.edu.tr Having proficiency in the standard aviation phraseology specified by International Civil Aviation Organization (ICAO) is of great importance for prospective…

International Journal of Serious GamesDec 2021

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