345,400 research outputs found
Reducing Child Aggressivity Through Dakon Traditional Games: Literature Review
Nowadays, forms of aggressiveness often occur ranging from verbal aggression behaviors such as mocking and berating and non-verbal aggression such as serious violence such as brawls, persecution, and even murder. This study aims to identify how to reduce children's aggression through traditional dakon/congklak games. This study used a systematic literature review using 5 national journals which were analyzed descriptively qualitatively to obtain conclusions. The results showed that traditional games such as dakon/congklak have the potential to reduce children's aggressive behavior. These games can improve socialization skills, develop patience and accuracy, build a spirit of sportsmanship, improve analytical skills, develop creativity, and strengthen self-development.
Keywords: Aggressiveness; Dakon; Traditional Game
Designing the Learning Experiences in Serious Games: The Overt and the SubtleĂąâŹâThe Virtual Clinic Learning Environment
: Serious Games are becoming more common in the educational setting and must pass
muster with both students and instructors for their learning experience and knowledge building.
The Virtual Clinic Learning Environment has recently been developed and implemented at East
Carolina University using a design framework based on BloomĂąâŹâąs variables, and in the process of
refining those design questions, identifies the methods of how serious games provide an overt and
subtle learning experience. The overt learning experience is based in the design questions defined
and the subtle experience was derived by examining the idea of sense of place as it relates to the
virtual environment. By considering these two streams of learning, designers can avoid pitfalls and
build on these design elements of a virtual learning environment
Gamification and Simulation
Gamification and simulation methods are two of the most important components of serious games. In order to create an effective training tool, it is imperative to understand these methods and their relationship to each other. If designed correctly, gamification techniques can build upon simulations to provide an effective training medium, which enhances learning, engagement and motivation in users. This chapter discusses their uses, strengths and weaknesses whilst identifying how to most effectively utilise them in developing serious games
Decoding random virtual rewards: a guide to identify hazard game design techniques in video games
The video game industry is an undeniable business that is increasing its revenue every
year. More and more people are starting to invest time playing video games for different
reasons and purposes such as entertainment, business, serious learning or education. The
industry is rising and new methods to earn money do so, sometimes, with unethical and
predatory tactics. Video games can bring us incredible and unforgettable experiences,
valuable knowledge and learning resources, but when they are designed in order to take
advantage of human behaviour and mental weaknesses, things wonât be positive in the
playerâs real life.
In this research, we bring this question to the table: how can we build video games
that are healthy for our players? The objective of this paper is to collect all the necessary
data to understand the situation of this matter, how it is implemented in actual video games,
summarise and understand them, and write down a solid guideline to follow while developing
and designing games. The guideline answers the initial question of this research and it will be
validated and iterated thanks to interviewing actual professionals in the videogame industr
Les serious games au service de la gestion des ressources humaines : une cartographie dans les entreprises du CAC40
For almost ten years, serious games have been becoming more and more popu- lar in large French companies, especially toward human resource managers who use them to recruit, integrate, train, support, develop, communicate and sensitize. However, few research papers are based on the academic literature in manage- ment science. The purpose of this paper is to build a typology of serious games based on their use in human resource management. To construct this typology, an inventory of all serious games used by CAC40 companies was made. 114 serious games have been listed for the 43 listed companies since December 2011. These games have been classified into three categories and 11 sub-categories based on their uses by destination. Each of these categories is further studied and charac- terized more accurately from examples. Gathering information will be done in four successive steps from four different types of sources which will link data and improve reliability. This is the first study to demonstrate that all CAC40 companies use serious games and seven of them have adopted at least five. This research is also the first to offer a detailed typology of serious games based on their use in human resource management. The discussion will show how this typology helps to operationalize the concept of serious games and to better understand and choose their specific HR uses
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation. METHODS: We conducted a qualitative longitudinal study using a sample of 16 smokers divided into 2 cohorts (one used a gamified intervention and the other used a nongamified intervention). Each participant underwent 4 semistructured interviews over a period of 5 weeks. Semistructured interviews were also conducted with 4 experts in gamification, mHealth, and smoking cessation. Interviews were transcribed verbatim and thematic analysis undertaken. RESULTS: Results indicated perceived behavioral control and intrinsic motivation acted as positive drivers to game engagement and consequently positive health behavior. Importantly, external social influences exerted a negative effect. We identified 3 critical factors, whose presence was necessary for game engagement: purpose (explicit purpose known by the user), user alignment (congruency of game and user objectives), and functional utility (a well-designed game). We summarize these findings in a framework to guide the future development of gamified mHealth interventions. CONCLUSIONS: Gamification holds the potential for a low-cost, highly effective mHealth solution that may replace or supplement the behavioral support component found in current smoking cessation programs. The framework reported here has been built on evidence specific to smoking cessation, however it can be adapted to health interventions in other disease categories. Future research is required to evaluate the generalizability and effectiveness of the framework, directly against current behavioral support therapy interventions in smoking cessation and beyond
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