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Issue 1
EAI Endorsed Transactions on Serious Games
Issue 3, 2014
Editor(s)-in-Chief:
Carlos Vaz de Carvalho
and
Baltasar Fernandez Manjon
Articles
Information
Ongoing Projects on Serious Games
Appears in:
sg
14
(
3
)
:
e1
Author:
Carlos Vaz de Carvalho
Abstract:
This number of the EAI Transactions on Serious Games is dedicated to a set of ongoing research and development projects in this area. The selected articles represent very well the diversity of approac
...
hes, contexts and objectives that foster and render highly dynamic this area of study. In Europe, s…This number of the EAI Transactions on Serious Games is dedicated to a set of ongoing research and development projects in this area. The selected articles represent very well the diversity of approaches, contexts and objectives that foster and render highly dynamic this area of study. In Europe, several funding programmes like the 7th Framework Programme, the Lifelong Learning Programme and the most recent Horizon 2020 made specific provisions to support Serious Games projects. At the same time, enterprises are recognizing more and more the potential of SG to train and to motivate their workforce and are therefore joining forces with the academy and SG producers to design specific SG. Serious Games became one of the most interesting “places to be” due to its growing scientific and practitioner community. We can say that the motivating and addictive character of games has been successfully transmitted to the research and development of Serious Games. more »
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Game Based Learning Improving Leadership Skills
Appears in:
sg
14
(
3
)
:
e2
Authors:
M. Sousa, E. Costa
Abstract:
This research intended to identify leadership skills in Game Based Learning (GBL) context that were developed in the project GREAT implementation. This project was developed within an international pa
...
rtnership including Portugal, Austria, Italy, Romania and Turkey and the main product was a GBL cou…This research intended to identify leadership skills in Game Based Learning (GBL) context that were developed in the project GREAT implementation. This project was developed within an international partnership including Portugal, Austria, Italy, Romania and Turkey and the main product was a GBL course. The course and the learning process was supported on the SimCity Social game. The trainees had to assume the Mayor role with the goal to construct and manage a city with 5000 inhabitants, assuming a leadership style encouraging the collaboration of the others trainees to accomplish their the learning goals. The main findings of this research were the diverse skills of leadership that emerged from the reflections of the trainees on the discussion forums about the game situations and the analogy they made to real life in organisations. more »
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A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology
Appears in:
sg
14
(
3
)
:
e3
Authors:
Mathieu Loiseau, Élise Lavoué, Jean-Charles Marty, Sébastien George
Abstract:
Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning sc
...
enario that enhances players’ motivation thanks to individual, collaborative and social activities …Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual) for the players’ involvement in the game. more »
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Deploying Serious Games for Management in Higher Education: lessons learned and good practices
Appears in:
sg
14
(
3
)
:
e4
Authors:
Jannicke Baalsrud Hauge, Francesco Bellotti, Rob Nadolski, Riccardo Berta, Maira B. Carvalho
Abstract:
Deployment of serious games (SGs) and their insertion in higher education (HE) curricula is still low. The lacks papers describing deployment of SGs in HE critically showing educational benefits and
...
providing guidelines and good practices for their use. With the present work, we intend to make a f…Deployment of serious games (SGs) and their insertion in higher education (HE) curricula is still low. The lacks papers describing deployment of SGs in HE critically showing educational benefits and providing guidelines and good practices for their use. With the present work, we intend to make a first step in this direction, by reporting our experience in using state of the art managerial SGs in MSc engineering/business courses in four different European universities. In order to describe and analyse the educational characteristics and effectiveness of each game, we propose to use two models that we have straightforwardly extracted from two major pedagogical paradigms: the Bloom’s revised cognitive learning goals taxonomy and the Kolb’s experiential learning cycle. Based on our experience, we also propose a set of lessons and good practices to incentivize and better support deployment of SGs in HE courses more »
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A case study on the design and development of minigames for research methods and statistics
Appears in:
sg
14
(
3
)
:
e5
Authors:
P. Van Rosmalen, E.A. Boyle, J. Van der Baaren, A.I. Kärki, Ángel del Blanco Aguado
Abstract:
Research methodology involves logical reasoning and critical thinking skills which are core competences in developing a more sophisticated understanding of the world. Acquiring expertise in research m
...
ethods and statistics is not easy and poses a significant challenge for many students. The subject …Research methodology involves logical reasoning and critical thinking skills which are core competences in developing a more sophisticated understanding of the world. Acquiring expertise in research methods and statistics is not easy and poses a significant challenge for many students. The subject material is challenging because it is highly abstract and complex and requires the coordination of different but inter-related knowledge and skills that are all necessary to develop a coherent and usable skills base in this area. Additionally, while many students embrace research methods enthusiastically, others find the area dry, abstract and boring. In this paper we discuss the design and the first evaluation of a set of mini-games to practice research methods. Games are considered to be engaging and allow students to test out scenarios which provide concrete examples in a way that they typically only do once they are out in the field. The design of a game is a complex task. First, we describe how we used cognitive task analysis to identify the knowledge and competences required to develop a comprehensive and usable understanding of research methods. Next, we describe the games designed and how 4C-ID, an instructional design model, was used to underpin the games with a sound instructional design basis. Finally, the evaluation approach is discussed and how the findings of the first evaluation phase were used to improve the games. more »
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Designing Casual Serious Games in Science. The case of “Couch Potatoes Defense”
Appears in:
sg
14
(
3
)
:
e6
Author:
A. Weizman
Abstract:
Casual-serious games in science are games dealing with science topics that require short playing time and relatively low budget to develop, while based on educational purposes. The research goal was t
...
o investigate the relation between the game design parameters and the learning experience based on …Casual-serious games in science are games dealing with science topics that require short playing time and relatively low budget to develop, while based on educational purposes. The research goal was to investigate the relation between the game design parameters and the learning experience based on the flow model, assuming that by changing game parameters the relation between challenge and skill will be influenced, as expressed by the flow experience, influencing in turn the learning experience. The framework comprised a series of pilots in a primary school class, in which flow was evaluated using online questionnaires. We found significant changes in flow components between the three phases of the pilot. Students’ responses indicate assimilation of social practices, and understanding of the relation between parameters. We conclude that careful design of game parameters influences the flow experience as well as the learning experience, understanding of content goals and social values. more »
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Scope
Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters
...
) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a pun…Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games can involve one player acting alone, two or more players acting cooperatively, or players or teams of players competing between themselves. Computer games are played through a computer, on a standalone or networked form. Games are highly interactive products that keep the player in a state of focused motivation, or “flow” as defined by Csikszentmihalyi. The player is always on the edge of his/her abilities, with the permanent feeling that he/she is about to reach the goal, about to go to the next level. This motivates the player to try, to give his/her best and to evolve. Serious Games are not designed for the sole purpose of entertainment but rather with training, educational, marketing or awareness raising objectives. These games are designed with the main goal of creating a skill development context for the player while retaining the same focused motivation context of “fun” games. The player must perform tasks, analyze processes and draw conclusions in order to increase his/her productivity and knowledge in the framework of the game positive and negative feedback, sometimes representing risks or a series of events that, in real life, would be negative or even fatal. This type of games is used in numerous areas like engineering, health, education, defense, military, emergency management, and scientific exploration, among many others. more »
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Topics
Topics to be addressed by the journal include but are not limited to: Serious games applications Games for marketing and advergames Games for training and skill development Games for research Games
...
for social awareness Games for business, banking and finance Games for c… Topics to be addressed by the journal include but are not limited to: Serious games applications Games for marketing and advergames Games for training and skill development Games for research Games for social awareness Games for business, banking and finance Games for community engagement Games for healthcare and wellness Games for human resource training and development Games for patient rehabilitation and physiotherapy Games for senior citizens Serious games technology Virtual and augmented reality New interaction devices, toys and playthings Simulations 3D rendering technologies Games development for mobile devices Game engines and development tools Location-based games Artificial intelligence Serious games analytics Assessment and evaluation of serious games Serious game design and storyboarding User experience design Serious gamer psychology Serious game gender and age issues Social and collaborative serious games and confidentiality in serious games Case studies in serious games Classification, categorization of types of serious games Serious game research more »
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Indexing
DOAJ CrossRef OCLC Discovery Services EuroPub … DOAJ CrossRef OCLC Discovery Services EuroPub MIAR Publons Elektronische Zeitschriftenbibliothek UlrichsWEB Hellenic Academic Libraries Link Ingenta Co
...
nnect Computing Database (ProQuest) Publicly Available Content Database (ProQuest) SciTech Premium Collection (ProQuest) ProQuest Central Student (ProQuest) Norwegian Register for Scientific Journals, Series and Publishers more »
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Editorial Board
Andreea Molnar (Portsmouth University) Andrew Smith (Council for Scientific and Industrial Research (CSIR)) Antoni Jaume-i-Capó (Universitat de les Illes Balears) Ben Challis (Manchester Metropolitan
...
University) Antonio Coehlo (University of Porto) Cristina Sylla (Unive… Andreea Molnar (Portsmouth University) Andrew Smith (Council for Scientific and Industrial Research (CSIR)) Antoni Jaume-i-Capó (Universitat de les Illes Balears) Ben Challis (Manchester Metropolitan University) Antonio Coehlo (University of Porto) Cristina Sylla (University of Minho) Edna Pasher (Edna Pasher PhD & Associates) Hariklia Tsalapatas (University of Thessaly) Fotis Liarokapis (Masaryk University) Ivan Martinez-Ortiz (Compultense University Madrid) Janet C Read (University of Central Lancashire) Joze Rugeli (University of Ljubljana, Slovenia) Luis Miguel Girao (Artshare, Planetary Collegium, CESEM-FSCH-UNL) Manuel Ninaus (Leibniz-Institut für Wissensmedien - IWM) Martin Sillaots (Tallinn University) Natalia Padilla-Zea (Universidad Internacional de La Rioja (UNIR) Nick Kearney (Andamio Education and Technology S.L., Spain) Olga Timocenko (Aalborg University) Olivier Heidmann (University of Thessaly) Paula Escudeiro (Instituto Superior de Engenharia do Porto, Portugal) Pedro Latorre (University of Zaragoza) Rosa Reis (Instituto Superior de Engenharia do Porto, Portugal) Miralem Helmefalk (Linnaeus University, Sweden) Rui Prada (Instituto Superior Técnico, University of Lisbon) Silvia Gabrielli (CREATE-NET, Italy) Silvia Margarita Baldiris Navarro (Silvia Margarita Baldiris Navarro) Theo Lim (Heriot-Watt University) more »
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Journal Blurb
EAI Endorsed Transactions on Serious Games is an open access, peer-reviewed scholarly journal focused on serious games applications, serious games technology, serious games analytics, user experience
...
design and more. The journal publishes research articles, review articles, commentaries, editorials…EAI Endorsed Transactions on Serious Games is an open access, peer-reviewed scholarly journal focused on serious games applications, serious games technology, serious games analytics, user experience design and more. The journal publishes research articles, review articles, commentaries, editorials, technical articles, and short communications with a biannual frequency. Authors are not charged for article submission and processing. more »
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Publisher
ICST
ISSN
2034-8800
Volume
1
Published
2014-08-26