2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) 2015
DOI: 10.1109/cgames.2015.7272971
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Serious games providing opportunities to empower citizen engagement and participation in e-government services

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Cited by 6 publications
(6 citation statements)
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“…They are used to encourage reflexions on very different subjects such as ecology, migrations, racism, homophoby, democracy and others [17][18][19]. There is now a vast literature on serious games, and also a precise classification was proposed [16]. The learning objectives are integrated in the games, so that the players can learn during the ludic experience.…”
Section: Crowdsourcing and Survey Tollmentioning
confidence: 99%
“…They are used to encourage reflexions on very different subjects such as ecology, migrations, racism, homophoby, democracy and others [17][18][19]. There is now a vast literature on serious games, and also a precise classification was proposed [16]. The learning objectives are integrated in the games, so that the players can learn during the ludic experience.…”
Section: Crowdsourcing and Survey Tollmentioning
confidence: 99%
“…Given that we were looking for studies that used video games as emotion stimulation tools, the previously search was complemented including the word "games" in any section of the article. The new search was conducted in the same eight academic databases and produced the following results: ScienceDirect (4), IEEEXplorer (7), SCOPUS (19), EngineeringVillage (8), ISI Web of knowledge (7), ACM (4), EMBASE (0), and PubMed (0), obtaining 49 articles in total.…”
Section: B Search Strategymentioning
confidence: 99%
“…Apart from being one of the largest industries of technological development nowadays, video games have become a great source of research in applications oriented toward entertainment, as well as in applications known as "Serious Games," which try to solve problems in fields such as medicine [2the new Medicine degrees of the European Higher Education Area (EHEA, 3], the military [4], education [5,6], business [7], politics, citizenship [8], etc. Throughout the last decade, the convenience and importance of using video games or "Serious Games" have been demonstrated by analyzing the response of the players and potentiating some of their skills, simulating different virtual environments, and objectives that involve the direct participation of the people with the digital world.…”
Section: Introductionmentioning
confidence: 99%
“…Ahmed et al [27] have developed a Technology Acceptance Model (TAM) and Trustworthiness Model (TM) that facilitate the use of serious games in egovernment services, and empower citizen engagement and participation. These models are based on serious games that assist governments in increasing citizens' engagement through their online services.…”
Section: Introductionmentioning
confidence: 99%