1,058 research outputs found

    Massively multiplayer online roleplay games for learning

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    This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be usedeffectively to support learning and training communities. The chapter aims to propose that cross-disciplinaryapproaches to the study of game-based learning are needed to support better synthesis ofour current understanding of the effectiveness of learning with games. The chapter therefore includesa brief literature review of online gaming research to date, taken from psychological and educationalresearch perspectives. The chapter explores the main types of online games and highlights the mainthemes of research undertaken through a consideration of the use of online gaming in current learningand training contexts where online gaming is being used to support experiential and discovery learningapproaches. This chapter indicates future directions for cross-disciplinary research approaches in thisfield and considers how collaborative learning could best be supported through this approach

    AUGGMED: developing multiplayer serious games technology to enhance first responder training

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    Many serious games are designed for single player access only. However, the benefits of the immersive nature of serious games and virtual reality may be enhanced when teams who usually train together can also do so within a virtual environment. The purpose of this article is to outline the architecture of the AUGGMED serious game and discuss the technical challenges faced when creating a multiplayer counter terrorism training serious game utilising virtual reality, touch screen interfaces and a realistic crowd simulation. AUGGMED is designed using an agile modular approach utilising user centred design principles, with each technical developer owning a set of tools which are continuously integrated, piloted, and improved throughout the development cycle. Constant piloting with first responders enables iterative improvements, which meet end user training requirements. Building a multiplayer training game specialised in providing realistic simulation of real situations, and enabling users to interface with the simulation through virtual reality identifies a large set of technical challenges. The article identifies a number of the challenges faced while developing AUGGMED and the solutions used to overcome them, including barriers and logistical/technical difficulties to integrating multiple existing (Exodus crowd simulation) and new (virtual reality) technologies into a single serious game for training first responders

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A Comparison Between an Individual and a Collaborative Versions of a Serious Game to Learn About Dengue Fever

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    Dengue fever is a major infectious disease caused by arbovirus and there is no vaccine yet; prevention is the action which raises the importance of an educational approach. The use of games to help in the educational process can be motivating and effective but it is not clear which interaction approach is the best: individual or collaborative. A comparative study on a between subject (n=73) experiment using a single player and a pair based version of a serious game that teaches about Dengue fever has been performed. Both versions performed well but presented different advantages: single player version can be used for consulting more easily, and the pair-based game seems to be slightly more motivating to the point that players would be more willing to suggest it to someone else. Data suggest that each interaction approach has its role in the educational process and should be carefully evaluated against educator’s intents

    Serious games in support of transformative multi-stakeholder sanitation planning for increased resource recovery: Specifications for game development

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    Globally, 2.3 billion people lack sanitation. Innovative solutions are needed that allow for rapid service expansion to underserved populations. Serious games can bring new perspectives into rigid planning and decision-making by increasing the understanding of complex issues, supporting learning of alternative perspectives and enhancing stakeholders cooperation. Existing games are inadequate for addressing the sanitation challenge and current frameworks for game development are neither comprehensive, nor tailored to sanitation planning. The objectives of this report are a) to develop a generic framework for development of serious games supporting transformative planning and governance; and b) to develop a set of specifications for a serious game for transformative sanitation planning specifically, c) to present a sanitation planning game prototype, and d) to report on an assessment of this game prototype. The report is based on literature studies and prototyping with user tests. A comprehensive framework for game development is presented and specifications for a serious game in sanitation planning are described. Initial game prototyping found that not all specifications could be fulfilled. Yet, focusing the framework on the serious purpose of the game, its worldview, its content, and its context of use brought a different but useful logic into the game design process

    Ludification of culture:the significance of play and games in everyday practices of the digital era

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    The article explores the concept of ludification of culture and its application to hermeneutical and empirical research of everyday social practices. It debates the significance of play and games in the digital age, with a special focus on work scenarios. Aware of its limitations, the authors propose to extend the concept with a metaphor of work and play interference, which more accurately describes current social phenomena, interwoven with both qualities. The argumentation unfolds the anthropological consequences of homo ludens in a post-industrial world

    Games in language learning: Opportunities and challenges

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    Serious gama for integration in higher education

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    Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 201
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