Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology 2011
DOI: 10.1145/2071423.2071442
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Serious Games

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Cited by 14 publications
(2 citation statements)
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“…Furthermore, the children who played the game respond positively to the game based on game factors with a mean of 38.5 out of 50 max scores, and an emotional level with a mean of 37 out of 50 max scores. This will impact on the success of the learning process, as expressed by Winton [16], traditional approaches to character education; Barbosa et al [1,28], serious game design needs to consider game factors and the real-time strategy concept; Dicheva and Dichev [25], the goal of game development; and Bae [26], for the efficiency of the game development process. The new findings of this study were that the neuro-fuzzy method can determine the relationship between game factors, emotions, and children's characteristics.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, the children who played the game respond positively to the game based on game factors with a mean of 38.5 out of 50 max scores, and an emotional level with a mean of 37 out of 50 max scores. This will impact on the success of the learning process, as expressed by Winton [16], traditional approaches to character education; Barbosa et al [1,28], serious game design needs to consider game factors and the real-time strategy concept; Dicheva and Dichev [25], the goal of game development; and Bae [26], for the efficiency of the game development process. The new findings of this study were that the neuro-fuzzy method can determine the relationship between game factors, emotions, and children's characteristics.…”
Section: Discussionmentioning
confidence: 99%
“…Living worlds offer a nonlinear, unscripted process for experiencing and safely learning the cognitive complexity and nuance of culture through emergent high-fidelity cultural training simulation [27]. Barbosa and his colleagues [1,28] explained that serious game design needs to consider game factors and the concept of real-time strategy in the education and learning domain.…”
Section: Neuro-fuzzy and Serious Gamementioning
confidence: 99%