Download Serious Games, Interaction, and Simulation: 5th by Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho PDF

By Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho

This quantity constitutes the court cases of the 5th foreign convention on severe video games, interplay, and Simulation, held in Novedrate, Italy, in September 2015.
The sixteen revised complete papers including 2 keynote papers have been rigorously reviewed and chosen for inclusion during this ebook. They specialise in the layout, improvement, use, and alertness of video games for reasons except leisure. As such they disguise parts like cognition, psychology, technology-enhanced schooling, assessment and evaluation, multimedia and knowledge know-how, and have new clinical methods and effects from experiments and real-life applications.

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Additional resources for Serious Games, Interaction, and Simulation: 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers

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Typi‐ cally Serious Games are assessed in the multiple domains of usability, game play and content (as the serious objective). Therefore the data collected must answer very different questions like: • • • • • • Is the game easy to learn and to play? Is the user interface (controls and navigation) adequate? Are the game play elements adequate to the target group. Is the game entertaining for them? Do the player decisions have a crucial role in the game result? Are the contents embedded in the game adequate to achieve the expected develop‐ ment of knowledge, skill, competence, awareness…?

Therefore, in the end it will be possible to obtain a methodological approach to this issue based on a set of methods for game analytics, player modeling and dynamic game balancing, instantiated for two specific areas of application: education and physical fitness. The tools developed for these two areas will be easily adaptable for other purposes in the same area (for instance, for different levels of education or professional/ amateur physical fitness). 2 State of the Art A game is a goal directed and competitive activity conducted within a framework of agreed rules [1].

These repeated actions or challenges are what defines the genre of a game. Overall, this type of classification can be seen as a subjective practice, and the number of accepted game genres has evolved in recent years as games mechanics become more sophisticated and diverse [13]. Based on several available taxonomies of game genres [11, 14, 15], there isn’t a standard, but rather a list which varies between 5 and 9 cate‐ gories, which includes several sub-genres. 3 Relation Between Game Genres and Competences In order to help the game designer to adapt the mechanics for a more effective training and certification through SG, the definition of game genre is one of the key points.

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