Serious Games Mechanisms And Effects Pdf

serious games mechanisms and effects pdf

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Published: 09.05.2021

Alvarez, J. Montpellier, France. Bellotti, F.

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.

Serious games : mechanisms and effects

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New citations to this author. New articles related to this author's research. Email address for updates. My profile My library Metrics Alerts. Sign in. Get my own profile Cited by View all All Since Citations h-index 26 17 iindex 54 Co-authors View all Peter Vorderer vorderer uni-mannheim.

Ulf Liszkowski Verified email at uni-hamburg. Anja Starke University Bremen Verified email at uni-bremen. Matthias R. Rabindra A. Dohyun Ahn Assistant Professor, Dept. View all. TU University Dortmund , Germany. Verified email at tu-dortmund. Articles Cited by Co-authors. Title Sort Sort by citations Sort by year Sort by title. Playing video games: Motives, responses, and consequences, , Journal of Computer-Mediated Communication 14 4 , , Sage handbook of media processes and effects, , Journal of Environmental Psychology 22 4 , , Journal of Environmental Psychology 16 4 , , Journal of Environmental Psychology 23 2 , , Articles 1—20 Show more.

Help Privacy Terms. Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study R Weber, U Ritterfeld, K Mathiak Media psychology 8 1 , , Video games for entertainment and education U Ritterfeld, R Weber Playing video games: Motives, responses, and consequences, , Addressing media stigma for people experiencing mental illness using an entertainment-education strategy U Ritterfeld, SA Jin Journal of health psychology 11 2 , , What do we really know about first-person-shooter games?

Aggression and violence as effects of playing violent video games?

An Overview of Serious Games

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Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

Introduction : The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods : A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We also evaluated the pedagogical perspectives of such articles.

Keywords: Serious Games, E-Learning, Media Effects, Language Learning. 1. Serious Games URL: [​]. Arnseht, Hans Serious Games: Mechanisms and effects. New York.

Serious Games : Foundations, Concepts and Practice pdf free download

Serious Games are increasingly being used in undergraduate medical education. They are usually intended to enhance learning with a focus on knowledge acquisition and skills development. According to the current literature, few studies have assessed their effectiveness regarding clinical reasoning CR. There was no significant difference in performance levels between groups regarding those cases which had been discussed in both instructional formats during the training phase.

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Foundations, Concepts and Practice

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Foreword Ben Sawyer PART I. Serious Games: Explication of an Oxymoron Introduction Ute Ritterfeld, Michael Cody & Peter Vorderer Classifying serious.

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This textbook is an introduction to the basics of serious games, which are significantly different from computer games, which are pure entertainment.

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This article or chapter is incomplete and its contents need further attention.