From UXD to LivXD 2019
DOI: 10.1002/9781119612254.ch11
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Design Games and Game Design: Relations Between Design, Codesign and Serious Games in Adult Education

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Cited by 24 publications
(19 citation statements)
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“…Hence, increasing public awareness about reducing carbon footprints and sustainable development can also lead to the desired outcome in the long term in addition to the physical methods dealing with the carbon footprint. For this purpose, serious games serving educational content besides entertainment are a remarkable sample of educational medium for the young generations regarding a more sustainable future (Alvarez and Djaouti, 2011). Currently, serious games encompass a broad spectrum of topics, including health (Clochesy et al, 2015), military (DeFalco et al, 2018), ecology (Ameerbakhsh et al, 2019), heritage (Vaez Afshar et al, 2021, language learning (Johnson, 2007) and many other fields for both youngsters and higher education students.…”
Section: Discussionmentioning
confidence: 99%
“…Hence, increasing public awareness about reducing carbon footprints and sustainable development can also lead to the desired outcome in the long term in addition to the physical methods dealing with the carbon footprint. For this purpose, serious games serving educational content besides entertainment are a remarkable sample of educational medium for the young generations regarding a more sustainable future (Alvarez and Djaouti, 2011). Currently, serious games encompass a broad spectrum of topics, including health (Clochesy et al, 2015), military (DeFalco et al, 2018), ecology (Ameerbakhsh et al, 2019), heritage (Vaez Afshar et al, 2021, language learning (Johnson, 2007) and many other fields for both youngsters and higher education students.…”
Section: Discussionmentioning
confidence: 99%
“…Jogos de computador, videogames ou jogos para celular são em sua maioria desenvolvidos para o entretenimento e contam com um alto número de consumidores. Considerando isso, nosúltimos anos surgiram propostas de aplicação de jogos a outros campos de conhecimento como: saúde, publicidade, comunicação, política, religião e educação, tais jogos foram denominados serious game [Abt 1987, Alvarez et al 2019.…”
Section: Cenário De Usounclassified
“…With technological advancements, device cost reductions, and the broad availability of high-speed internet connections, their use is expected to grow. 13 VR provides a simulation of an environment, scenario or activity, in real-time; it uses a usercomputer interface in an immersive or non-immersive way and has the capability of increasing motivation and adherence to rehabilitation activities. 14 In stroke rehabilitation, VR-based SG enhances neuroplasticity at an early stage and activates sensory regions that gradually degenerate due to inactivity in the chronic phase 15 ; It also helps with pain management and depression treatment.…”
Section: Introductionmentioning
confidence: 99%