2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH) 2019
DOI: 10.1109/segah.2019.8882474
|View full text |Cite
|
Sign up to set email alerts
|

Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
2
2

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(4 citation statements)
references
References 24 publications
0
4
0
Order By: Relevance
“…According to Schulz et al [ 28 ], games use visual cues to guide a player and provide options or interactive elements. Visualization helps patients become familiar with an environment, identify a real-life–like scenario, and intuitively select the effectors needed to accomplish a task.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…According to Schulz et al [ 28 ], games use visual cues to guide a player and provide options or interactive elements. Visualization helps patients become familiar with an environment, identify a real-life–like scenario, and intuitively select the effectors needed to accomplish a task.…”
Section: Resultsmentioning
confidence: 99%
“…Specifically, Schulz et al [ 28 ] proposed a series of design element specifications based on functional and professional requirements: immersion, support for different roles, flow enhancement, visual enhancement, support for different learning phases and experience levels, design for interactivity, and progress.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, the software engineering framework for serious game development must incorporate gamification. Various gamification elements include immersion, support for different roles, flow enhancement, visual enhancement, support for different learning stages and experience levels, design for interactivity, and progress [ 14 ]. By contrast, Vermeir et al [ 15 ] identified the following elements: avatar, challenge, competition, difficulty adjustment, feedback loops, levels, progress, rewards, social interaction, sound effects, and story/theme.…”
Section: Introductionmentioning
confidence: 99%