Detailed Table of Contents - IGI Global
-
Upload
khangminh22 -
Category
Documents
-
view
4 -
download
0
Transcript of Detailed Table of Contents - IGI Global
Detailed Table of Contents
Preface...............................................................................................................................................xlviii
Acknowledgment.................................................................................................................................. lvi
Volume 1
Section 1Serious Games as a Tool of Change
Chapter 1Innovation.Gaming:.An.Immersive.Experience.Environment.Enabling.Co-Creation............................ 1
Marc Pallot, Centre for Concurrent Enterprise, Nottingham University Business School, UKCéline Le Marc, Arts et Metiers ParisTech, LAMPA, FranceSimon Richir, Arts et Metiers ParisTech, LAMPA, FranceColin Schmidt, Le Mans University, FranceJean-Pierre Mathieu, AUDENCIA Nantes, France
A.number.of.existing.innovation.paradigms.and.design.approaches.are.promoting.distributed.collabora-tion.among.organisations.and.user.communities..However,.project.stakeholders.are.mainly.trained.for.improving.their.individual.skills.through.learning.experience.(i.e..practical.exercises,.role.playing.game).rather.than.getting.a.live.user.experience.through.immersive.environments.(e.g..Virtual.Reality,.Serious.Games).that.could.unleash.their.creativity.potential..This.chapter.introduces.the.findings.of.a.study.on.serious.gaming,.which.discusses.various.aspects.of.games.and.explores.a.number.of.issues.related.to.the.use.of.innovation.games.for.enabling.user.co-creation.in.the.context.of.collaborative.innovation.and.experiential.Living.Labs.
Chapter 2Applications.of.Serious.Games.in.Geovisualization............................................................................. 25
Alexandra Diehl, Universidad de Buenos Aires, ArgentinaClaudio Delrieux, Universidad Nacional del Sur, Argentina
The.aim.of.this.chapter.is.to.introduce.the.reader.to.the.impact.of.the.application.of.serious.games.in.geovisualization,.due.in.particular.to.the.use.of.flight.simulators.and.associated.technologies..Authors.present.the.main.elements.and.techniques.developed.for.serious.games.that.have.influenced.geovisual-
ization.research,.and.also.bring.an.overview.of.some.available.frameworks.for.the.implementation.of.serious.games..They.illustrate.the.main.concepts,.the.development.of.an.integrated.system.that.combines.flight.simulator.technologies.with.satellite.imagery,.and.other.diverse.geographical.data.sources.in.a.single.geovisualization.application..The.chapter.also.presents.a.review.of.the.high-end.human-machine.interfaces.designed.for.games.and.their.current.and.possible.uses.as.geovisualization.exploration.tools..A.discussion.about.the.several.challenges.is.provided.as.well.as.the.opportunities.that.arise.through.the.application.of.serious.games.in.this.area.
Chapter 3Serious.Gaming.Supporting.Competence.Development.in.Sustainable.Manufacturing....................... 47
Heiko Duin, BIBA – Bremer Institut für Produktion und Logistik GmbH, GermanyGregor Cerinšek, Institute for Innovation and Development of University of Ljubljana (IRI UL), SloveniaManuel Fradinho, The Foundation for Scientific and Industrial Research at the Norwegian Institute of Technology (SINTEF), NorwayMarco Taisch, Politechnico di Milano, Italy
Becoming.a.sustainable.global.manufacturing.enterprise.is.a.challenge.for.almost.each.manufacturing.organization.in.the.world.because.of.its.multidimensional.nature..Sustainability.combines.environmental,.economic,.and.social.dimensions.and.is.considered.to.be.a.complex.and.hard.to.learn.subject.needing.a.lot.of.experience.and.competences..This.chapter.introduces.a.new.learning.environment.which.is.built.around.a.gaming.engine.supporting.the.development.of.competences.in.specific.subject.areas..Selected.competences.in.sustainable.global.manufacturing.lead.to.the.definition.of.scenarios,.which.then.can.be.executed.by.a.game.engine,.thus.creating.experience.within.the.user..A.knowledge.ecology.space.allows.the.user.to.interact.and.reflect.on.learning.outcomes.with.other.participants..The.subject.of.sustainable.global.manufacturing.is.the.application.case.presented.in.this.chapter.showing.how.specific.competences.in.this.area.have.been.identified.and.how.a.game.scenario.has.been.developed..Finally,.its.implementa-tion.and.evaluation.is.discussed.
Chapter 4Cyber.Defense.Competitions.as.Learning.Tools:.Serious.Applications.for..Information.Warfare.Games................................................................................................................... 72
Julie A. Rursch, Iowa State University, USADoug Jacobson, Iowa State University, USA
In.a.cyber.defense.competition.students.design,.configure.and.maintain.a.set.of.servers.and.a.network.in.a.secure.manner...The.students’.goal.during.the.competition.is.to.prevent.security.breaches.and.to.remediate.any.exploits.that.occur.while.maintaining.a.fully.functional.network.for.their.end.users...Cyber.defense.competitions.provide.active.student.learning,.mimic.real-world.situations.and.provide.engagement.with.computer.and.network.security.topics...To.date.we.have.hosted.18.cyber.defense.competitions.across.four.divisions:..high.school.students,.community.college.students,.ISU.students.and.four-year.university.students.from.across.the.nation...This.chapter.provides.a.brief.history.of.cyber.defense.competitions,.as.well.as.describes.how.they.are.run...We.also.address.the.needs.of.different.audiences.who.participate.in.cyber.defense.competitions.and.show.that.beyond.building.and.strengthening.computer.and.network.security.skills,.cyber.defense.competitions.can.be.used.for.recruitment,.retention,.advanced.training,.and.experimentation.for.students.
Chapter 5Design.and.Evaluation.of.Tamhattan:.A.Multimodal.Game.Promoting.Awareness..of.Health.in.a.Social.and.Positive.Way.................................................................................................. 90
Roope Raisamo, University of Tampere, FinlandSari Walldén, University of Tampere, FinlandKatja Suhonen, Tampere University of Technology, FinlandKalle Myllymaa, University of Tampere, FinlandSusanna Raisamo, University of Tampere, FinlandKimmo Vänni, Tampere University of Applied Sciences, Finland
Progress.in.the.field.of.human-technology.interaction.offers.interesting.possibilities.to.promote.health.through.gaming..The.authors’.objective.was.to.carry.out.user-centered.research.to.develop.an.interac-tive.game.called.Tamhattan.that.was.designed.to.promote.health.awareness.of.adolescents..The.interac-tive.gaming.environment.enables.gaming.in.both.mobile.and.PC.contexts.with.games.based.on.health.knowledge..The.platform.supports.socially.networked.gaming.and.learning..It.enables.input.with.game.controls,.positioning.(GPS),.and.gestures,.as.well.as.multimodal.feedback.through.visual.and.auditive.modalities..The.research.started.with.a.survey.of.the.health.issues.that.should.be.addressed.in.the.games..Adolescents.were.engaged.in.design.and.testing.of.the.games.throughout.the.process..Finally,.the.gaming.environment.was.used.in.actual.teaching.contexts.in.local.schools..The.results.of.these.user.and.gaming.experience.studies.are.presented.and.discussed.
Chapter 6Game4Manager:.More.than.Virtual.Managers.................................................................................... 108
José Neto, CITEVE – Textile Technology Centre, PortugalPaulo Mendes, CITEVE – Textile Technology Centre, Portugal
A.company.in.an.increasingly.globalized.and.competitive.world.needs.to.present.itself.more.innova-tive,.more.customer-oriented,.and.capable.of.interpreting.and.responding.to.the.challenges.of.the.world.we.live.in..Game4Manager.is.a.serious.game.in.a.3D.online.environment.where.the.learner’s.role.is.to.implement.an.Integrated.Management.System.in.a.virtual.company.in.12.levels,.analyzing,.managing,.and.improving.all.the.significant.aspects.related.to.the.company’s.sustainable.development..Authors.review.the.framework.for.Game4Manager’s.development.and.its.implementation,.and.they.analyze.this.new.learning.approach.based.on.gaming.in.a.focus.group..Game4Manager.is.a.European.project.funded.by.Leonardo.Da.Vinci.Programme.during.2009-2010.developed.by.a.consortium.of.six.European.institu-tions.from.five.different.countries.(Portugal,.France,.Greece,.Hungary,.and.Sweden).
Chapter 7Using.Serious.Games.for.Collecting.and.Modeling.Human.Procurement.Decisions..in.a.Supply.Chain.Context................................................................................................................... 135
Souleiman Naciri, Laboratory for Production Management and Processes, Ecole Polytechnique Fédérale de Lausanne, SwitzerlandMin-Jung Yoo, Laboratory for Production Management and Processes, Ecole Polytechnique Fédérale de Lausanne, SwitzerlandRémy Glardon, Laboratory for Production Management and Processes, Ecole Polytechnique Fédérale de Lausanne, Switzerland
Computer.simulation.is.often.used.for.studying.specific.issues.in.supply.chains.or.for.evaluating.the.impact.of.eligible.design.and.calibration.solutions.on.the.performance.of.a.company.and.its.supply.chain..In.computer.simulations,.production.facilities.and.planning.processes.are.modeled.in.order.to.correctly.characterize.the.supply.chain.behavior..However,.very.little.attention.has.been.given.so.far.in.these.models.to.human.decisions..Because.human.decisions.are.very.complex.and.may.vary.across.individuals.or.with.time,.they.are.largely.neglected.in.traditional.simulation.models..This.restricts.the.models’.reliability.and.utility..The.first.thing.that.must.be.done.in.order.to.include.human.decisions.in.simulation.models.is.to.capture.how.people.actually.make.decisions...This.chapter.presents.a.serious.game,.called.DecisionTack,.that.was.specifically.developed.to.capture.the.human.decision-making.pro-cess.in.operations.management.(the.procurement.process)..It.captures.both.the.information.the.human.agent.consults.and.the.decisions.he.or.she.makes.
Chapter 8Authoring.Tools.for.Edutainment.Environments.to.Design.Active.Learning.Activities..................... 157
Gilberto Huesca, Tecnológico de Monterrey, Campus Cd. de México, MexicoJulieta Noguez, Tecnológico de Monterrey, Campus Cd. de México, Mexico
Engaging.game.features.could.be.a.tool.to.involve.students.in.an.active.learning.process..Edutainment.is.used.to.improve.education.by.presenting.learning.concepts.in.a.less.stressful.way..However,.a.mul-tidisciplinary.work.team.is.needed.to.create.these.environments..Authoring.tools.are.a.framework.that.allows.virtual.learning.environments.production.with.a.lower.effort..Authors.have.defined.the.RchEd.architecture.for.edutainment.environments..Based.on.this.architecture,.the.chapter.proposes.an.authoring.tool.architecture.named.Archaud.that.identifies.two.components.to.define.simulation.and.knowledge.arguments..A.programming.object.oriented.framework.has.been.developed.as.an. implementation.of.the.Archaud.architecture..This.framework.defines.the.entities.to.create.edutainment.modules.that.can.be.configured.and.connected..Based.on.this,.an.authoring.tool.was.developed.and.a.RPG.game.for.an.undergraduate.Physics.course.was.created..The.authoring.tool.facilities.were.evaluated.with.the.help.of.undergraduate.professors.
Chapter 9An.Overview.on.the.Use.of.Serious.Games.in.the.Military.Industry.and.Health............................... 182
Jorge Brandão, Portuguese Catholics University, PortugalTiago Ferreira, Portuguese Catholics University, PortugalVítor Carvalho, University of Minho and Polytechnic Institute of Cávado and Ave, Portugal
For.bringing.together.the.capacity.to.inform,.educate,.and.train.their.users.through.the.interaction.with.the.player.and.simulation.environments.very.close.to.reality,.in.which.the.acquisition.of.new.skills.have.a.primary.plan.and.fun.to.play.a.secondary.plan.serious.games.became.the.ideal.tool.for.health.applica-tions.and.training.military.personnel.as.well.as.for.improving.their.techniques..In.this.chapter,.it.is.pre-sented.in.a.general.point.of.view.the.use.of.serious.games.in.the.military.industry.and.health..Moreover,.the.chapter.also.discusses.what.serious.games.are.and.in.which.areas.they.can.be.applied,.which.steps.a.serious.game.development.involves,.as.well.as.which.platforms.and.technologies.can.be.used.in.its.development..A.description.on.successful.military.serious.games.is.also.provided,.as.well.as.the.results.of.an.interview.with.the.psychologists.of.the.Association.“ENCONTRA-SE”.(Oporto,.Portugal).about.the.use.of.health.serious.games.as.a.therapy.for.patients.with.mental.illnesses.
Chapter 10PLAYER:.A.European.Challenge.Game.to.Discover.Young.Entrepreneurs....................................... 202
Pedro Neves, University of Trás-os-Montes e Alto Douro (UTAD), PortugalRicardo Rodrigues Nunes, University of Trás-os-Montes e Alto Douro (UTAD), PortugalJorge Lima, University of Trás-os-Montes e Alto Douro (UTAD), PortugalPaulo Martins, University of Trás-os-Montes e Alto Douro (UTAD), PortugalHugo Paredes, University of Trás-os-Montes e Alto Douro (UTAD), PortugalJoão Varajão, University of Trás-os-Montes e Alto Douro (UTAD), PortugalLeonel Morgado, University of Trás-os-Montes e Alto Douro (UTAD), PortugalRamiro Gonçalves, University of Trás-os-Montes e Alto Douro (UTAD), PortugalBenjamim Fonseca, University of Trás-os-Montes e Alto Douro (UTAD), PortugalRobert Sanders, European BIC Network (EBN), BelgiumVera Barracho, European BIC Network, Belgium & University of Maribor / IRP, SloveniaMatej Rus, University of Maribor / IRP, SloveniaMartin Rahe, Escuela de Alta Dirección y Administración (EADA), SpainAndre Mostert, University of East London, UKJoão Carvalho, Centro de Inovação Empresarial da Beira Interior (CIEBI), PortugalIsabel Duarte, Centro de Inovação Empresarial da Beira Interior (CIEBI), Portugal
Serious.games.are.playing.an.increasing.role.as.educational.tools,.and.the.last.decade.witnessed.a.grow-ing.number.of.proposals.in.this.field..One.of.the.major.challenges.of.the.current.European.societies.is.to.foster.entrepreneurship.attitude.in.young.people.and.the.European.Commission.has.been.promoting.projects.that.pursue.this.objective..This.chapter.presents.one.such.project,.PLAYER,.in.which.an.edu-cational.game.was.implemented.in.Facebook.with.the.aim.of.promoting.entrepreneurship.by.guiding.young.people.in.the.definition.of.a.business.proposal..The.game.encompasses.four.stages.that.include.the.basic.description.of.the.business.idea,.the.characterization.of.its.strategies,.the.filling.of.a.funding.quiz,.the.SWOT.analysis,.and.finally,.the.production.of.a.detailed.business.plan,.for.those.players.to.be.able.to.reach.the.final.stage.of.the.game.
Chapter 11Playing.with.Design:.The.Universality.of.Design.in.Game.Development.......................................... 217
Pedro Mota Teixeira, Polytechnic Institute of Cávado and Ave, PortugalMaria João Félix, Polytechnic Institute of Cávado and Ave, PortugalPaula Tavares, Polytechnic Institute of Cávado and Ave, Portugal
In.recent.years,.digital.games.had.the.capacity.to.join.a.vast.set.of.knowledge.fields.that.provided.them.the.status.of.one.of.the.areas.that.has.most.contributed.to.the.development.of.contemporary.theory.of.new.technologies.and.also.to.the.development.of.new.imagetic.solutions,.very.especially.in.tri-dimensional.representation.(3D)..Digital.games.were.the.motto.in.the.research.of.artificial.intelligence,.physical.and.virtual.interfaces,.the.relationship.between.man.and.machine,.virtual.representation,.and.development.in.the.field.of.digital.animation...In.this.context,.the.aim.of.this.proposal.is.to.show.the.need.and.universality.of.design.in.the.development.of.digital.games,.at.the.level.of.amusement.games.and,.mainly,.in.serious.games...Since.the.authors.consider.design.as.a.project.and.understand.design.as.an.essential.tool.in.the.development.of.the.project,.they.dwell.on.the.amplitude.of.design.and.designer.in.multidisciplinary.teams.of.game.creation..The.following.“4.Ds”.will.be.studied.and.explained.in.detail,.according.to.the.following.points:.design.of.games,.design.of.characters.and.virtual.scenography,.“design”.of.emotions,.and.design.of.the.interface.
Chapter 12eRiskGame:.A.Persistent.Browser-Based.Game.for.Supporting.Project-Based..Learning.in.the.Risk.Management.Context......................................................................................... 232
Túlio Acácio Bandeira Galvão, Rural Federal University of the Semi-Arid – UFERSA, BrazilFrancisco Milton Mendes Neto, Rural Federal University of the Semi-Arid – UFERSA, BrazilMara Franklin Bonates, Rural Federal University of the Semi-Arid – UFERSA, Brazil
Motivated.by.the.increasing.demand.for.software.engineering.professionals,.in.particular.project.man-agers,.by.the.dissemination.of.the.use.of.games.as.an.attractive.instrument.in.the.learning.process.and.by.the.universalization.of.the.Web.platform.as.a.catalyst.of.human.relations.nowadays,. this.chapter.proposes. the.use.of.a.persistent.browser-based.game.as.a.support. in. the.qualifying.process.for.new.professionals.of.project.management..Following.the.pedagogical.theory.of.the.project-based.learning.(PBL),.the.game.gives.the.player.the.opportunity.to.experience.real.situations.of.Project.Management.by.proposing.challenges.commonly.faced.in.most.enterprises..These.ever.present.challenges.include.the.unpredictability.in.the.software.manufacturing.organizations,.by.means.of.the.use.of.intelligent.agents.to.assign.challenges.and.common.barriers.to.Software.Projects.
Chapter 13Virtual.Worlds.Innovation.with.Open.Wonderland.............................................................................. 250
Fábio Alexandre Caravieri Modesto, Federal Institute of Science, Technology and Education of São Paulo-Campus Salto, Brazil
Open.Wonderland.is.a.Java.open.source.toolkit.for.creating.collaborative.3D.virtual.worlds..Within.those.worlds,.users.can.communicate.with.high-fidelity,. immersive.audio,.share.live.desktop.applications,.and.collaborate.in.an.education,.business,.or.government.context..Wonderland.is.completely.extensible;.developers.and.graphic.artists.can.extend.its.functionality.to.create.entirely.new.worlds.and.add.new.features.to.existing.worlds..The.vision.for.Open.Wonderland.is.to.provide.an.environment.that.is.robust.enough.in.terms.of.security,.scalability,.and.functionality,.which.organizations.can.rely.on.it.as.a.place.to.conduct.real.business.or.education..Organizations.should.be.able.to.use.Wonderland.to.create.a.virtual.presence.to.better.communicate.with.students,.customers,.partners,.or.friends..Individuals.should.also.be.able.to.tailor.portions.of.the.world.to.adapt.to.their.needs.and.to.express.their.personal.style.
Section 2Technological Aspects of Serious Games
Chapter 14Serious.Lessons.from.the.Commercial.Games.Industry...................................................................... 269
Dave Beaudoin, Michigan State University, USA
This.chapter.seeks.to.find.the.common.ground.between.the.business.oriented.design.practices.of.the.commercial.video.game.industry.and.the.scholarship.based.design.practices.of.the.serious.games.seg-ment.of.the.video.game.industry..The.examination.of.commercial.design.principles.allows.the.serious.game.designer.to.maintain.an.internal.catalog.of.effective.game.design.tools.and.the.ability.to.establish.a.historical.perspective.on.the.effectiveness.of.game.mechanics.as.they.have.evolved.over.time..Devel-opers.can.utilize.this.perspective.to.determine.game.design.methods.that.are.likely.to.establish.flow.and.subsequently.improve.the.conveyance.of.information.to.the.player.
Chapter 15Crossing.the.Chasm:.Hurdles.to.Acceptance.and.Success.of.Serious.Games..................................... 280
Theresa M. Vitolo, Gannon University, USA
The.acceptance.of.serious.games.into.mainstream.processes.requires.addressing.several.systemic.issues.spanning.social,.economic,.behavioral,.and.technological.aspects...First,.deployment.of.gaming.tech-nology.for.critical.processes.needs.to.embrace.statistical.and.scientific.methods.appropriate.for.valid,.accurate,.and.verifiable.simulation.of.such.processes..Second,.identifying.the.correct.instance.and.ap-plication.breadth.for.a.serious.game.within.an.organization.needs.to.be.articulated.and.supported.with.research..Third,.funding.for.serious-games.initiatives.will.need.to.be.won.as.the.funding.will.displace.monies.previously.allocated.and.championed.for.other.projects..Last,.the.endeavor.faces.the.problem.of.negative.connotations.about.its.appropriateness.as.a.viable.technology.for.mainstream.processes.rather.than.for.entertainment.and.diversion..The.chapter.examines.the.chasm.serious.games.must.traverse.by.examining.the.issues.and.posing.approaches.to.minimize.their.effect.on.the.adoption.of.the.technology...The.histories.of.other.technologies.which.faced.similar.hurdles.are.compared.to.the.current.state.of.seri-ous.games,.offering.a.perspective.on.the.hurdle’s.resolution...In.the.future,.the.hurdles.can.be.minimized.as.curriculums.are.developed.with.the.solutions.to.the.issues.incorporated.in.the.content.
Chapter 16Security.Issues.in.Massively.Multiplayer.Online.Games.................................................................... 290
Rui Costa Cardoso, Instituto de Telecomunicações, University of Beira Interior, PortugalAbel Gomes, Instituto de Telecomunicações, University of Beira Interior, Portugal
Massively.Multiplayer.Online.Games.(MMOGs).have.been.steadily.growing.in.interest.over.the.past.decade..Their.economic.value.turns.them.into.one.of.the.main.targets.of.malware.and.cheating.in.Internet..This.chapter.then.presents.and.discusses.security.issues.in.MMOG.environments..The.study.starts.with.a.preliminary.characterization.of.MMOGs,.highlighting.their.main.features..Afterwards,. the.authors.present.the.security.approaches.that.are.applicable.to.MMOGs,.exposing.the.implications.of.security.breaches.and.the.need.for.better.protection.mechanisms..Besides,.they.present.current.safety.measures.and.solutions.to.tackle.specific.security.issues..Finally,.the.authors.present.security.trends.that.can.be.relevant.in.the.future.
Chapter 17Serious.Games.and.Virtual.Reality.for.Education,.Training.and.Health............................................. 315
Ronei Marcos de Moares, Laboratory of Technologies for Virtual Teaching and Statistics (LabTEVE), CCEN, Federal University of Paraíba, BrazilLiliane S. Machado, Laboratory of Technologies for Virtual Teaching and Statistics (LabTEVE), CCEN, Federal University of Paraíba, Brazil,Fátima de Lourdes dos Santos Nunes, University of São Paulo, BrazilRosa Maria Esteves Moreira da Costa, Institute of Mathematics and Statistics – UERJ, Brazil
Since.the.first.electronic.game.produced.in.the.40s,.a.large.market.of.entertainment.games.has.been.established..Since.then,.the.main.focus.of.games.continues.to.be.provide.fun.for.users..However,.Serious.Games.(SG).have.been.developed.as.a.special.class.of.games.devoted.to.join.fun.activities.with.specific.content..The.multidisciplinary.aspects.necessary.to.the.development.of.such.applications.is.enhanced.when.they.are.devoted.to.training.and.education.purposes..In.this.chapter,.details.of.development.of.five.serious.games.will.be.presented,.in.which.intelligent.methodologies.and/or.virtual.reality.techniques.were.incorporated..The.games.include.education.for.children.and.adults.and.training.for.professionals.
Chapter 18Serious.Game.Framework.for.Design.of.Medical.Applications.......................................................... 337
Yingxiao Xu, CETI, The Ohio State University, USA & Fudan University, ChinaJay Ramanathan, CETI, The Ohio State University, USARajiv Ramnath, CETI, The Ohio State University, USA
Serious.games.have.potential.for.achieving.a.variety.of.effectiveness.goals.for.different.stakeholders.in.complex.domains.like.health.care...The.authors.propose.a.Serious.Game.Framework.(SGF).that.pro-vides.a.conceptual.architecture.that.considers.the.design.alternatives,.support.for.multiple.game.types.on.the.same.architecture,.and.the.ability.to.assess,.research,.and.improve.the.learning.process...They.show.with.examples.how.with.this,.on.one.hand,.the.same.knowledge.content.can.be.used.in.different.serious.games.to.achieve.different.learning.outcomes.and.goals...On.the.other.hand,.the.same.goal.can.be.achieved.by.different.serious.games.and.the.user.preferences.might.determine.what.games.are.used..The.game.interaction.data.also.becomes.shareable.and.useful.for.analysis.and.continuous.improvement.
Section 3Psychological and Social Effects
Chapter 19Articulating.the.Paradigm.Shift:.Serious.Games.for.Psychological.Healing..of.the.Collective.Persona..................................................................................................................... 352
Stephen Brock Schafer, Digipen Institute of Technology, USA
The.author’s.hypothesis.is.that.neural.processes.are.correlated.with.archetypal.states.of.the.cognitive.unconscious,. that.archetypes.form.a.magnetic.field.and.energy.center.underlying.the.transformation.of.the.psychic.processes.into.images,.that--.as.in.Jungian.dream.analysis—images.can.be.used.to.ac-cess.dimensions.of.the.cognitive.unconscious,.and.that.drama-based.video.games.(DBG).constitute.a.dream.analog.that.can.be.employed.as.a.cognitive.research.instrument.the.cognitive.unconscious.can.be...Therefore,.using.a.dramatic-metaphorical.point.of.reference,.deep.states.of.the.psychic.unconscious.can.be.interrogated.using.Jungian.principles.of.dream.analysis,.the.most.recent.research.in.the.cognitive.sciences,.and.the.mathematics.of.recursion.in.order.to.improve.understanding.of.higher.order.cogni-tive.functions,.to.apply.compensational.content.patterns.to.the.global.media,.and.to.foster.sustainable,.coherent.human.values,.and.behaviors.
Chapter 20Norms,.Practices,.and.Rules.of.Virtual.Community.of.Online.Gamers:.Applying.the.Institutional.Theoretical.Lens................................................................................................................................... 378
Shafiz Affendi Mohd Yusof, University of Wollongong in Dubai, UAE & University Utara Malaysia, Malaysia
In.this.chapter,.the.authors.address.a.key.question.rooted.in.an.institutional.perspective:.What.norms,.practices,.and.rules.are.evident.in.online.gaming.that.facilitates.the.development.of.a.virtual.community.of.online.gamers?”.Available.studies.have.so.far.examined.the.institutional.influences.on.organizations.but.not.on.virtual.community..Thus,.there.is.a.compelling.need.to.bridge.fields.such.as.IS.and.sociology.in.order.to.understand.virtual.communities.of.online.gamers..The.chapter.comprises.five.sections:.(1).examination.of.online.gamers.as.an.example.of.a.virtual.community;.(2).brief.description.of.institutional.
theory.to.illustrate.the.theoretical.lens.applied;.(3).presentation.of.the.methodology.of.the.study;.(4).discussion.of.the.findings.based.on.four.different.aspects:.social.roles.and.social.positions,.interaction.rules,.social.control.systems,.and.leadership;.and.finally.(5).presentation.of.some.implications.and.sug-gestion.of.future.directions.for.study.of.the.rapidly-growing.phenomenon.of.online.gaming.
Chapter 21Online.Playability:.The.Social.Dimension.to.the.Virtual.World.......................................................... 391
Ricardo Gouveia Rodrigues, NECE – University of Beira Interior, PortugalPaulo Gonçalves Pinheiro, NECE – University of Beira Interior, PortugalJosé Barbosa, Instituto da Segurança Social Centro Distrital de Aveiro, Portugal
A.growing.phenomenon.of.increasingly.high.importance,.online.gaming.generates.some.of.the.Internet’s.most.popular.and.profitable.content.and.has.also.experienced.exponential.growth.in.recent.years..The.relevance.of.this.issue.and.the.relative.lack.of.research.available.both.consolidate.the.appropriateness.of.this.theme..The.social.mechanism.to.MMOGs.(Massively.Multiplayer.Online.Games).is.perceived.as.both.key.to.their.attractiveness.and.a.factor.of.differentiation.in.their.success.with.corresponding.attention.to.how.game.design.can.enhance.this.facet..Thus,.this.research.aims.to.understand.how.the.social.mechanism.present.in.MMOGs.takes.precedent.over.the.range.of.pre-defined.player.objectives.and.play.a.key.role.in.this.type.of.game..For.this.purpose,.two.interviews.were.applied.to.two.different.publics:.first,.fifteen.interviews.were.held.with.fifteen.players.of.the.MMOG.Travian,.with.the.second.an.interview.with.the.game’s.management.in.order.to.gather.information.both.from.those.playing.and.those.providing.the.game..The.interviews.were.then.analyzed.using.content.analysis..It.was.found.that.the.social.mechanism.overrides.the.achievement.of.goals.by.players.and.that.it.is.acknowledged,.harnessed,.and.strengthened.by.the.management.as.a.key.factor.in.the.success.of.Travian.
Chapter 22Serious.Games.in.Speech.Therapy...................................................................................................... 422
Tobolcea Iolanda, Alexandra Ioan Cuza University of Iasi, RomaniaDanubianu Mirela, Universitatea Ştefan cel Mare din Suceava, Romania
Technological.development.will.shed.a.new.light.upon.teaching.methodologies,.and.psychologists,.peda-gogical.experts,.and.computer.experts.will.have.to.closely.collaborate.in.order.to.produce.a.ready-made.tool.to.be.used.in.the.future.teaching.practice..The.educational.system.intensively.uses.ICT.devices.and.programs,.as.their.use.can.change.the.perspective.on.the.educational.policy..In.Romania,.the.psycho-pedagogical.studies.and.experiments.contributed.to.the.improvement.of.the.therapeutic.progress.of.the.persons.with.special.educational.needs..The.aim.of.this.chapter.is.to.analyze.the.way.in.which.serious.games.can.be.used.in.education.and.see.how.they.can.become.useful.tools.in.speech.therapy..The.con-clusion.of.this.chapter.is.that,.like.many.other.computer.applications,.serious.games.can.be.tools.that.complement.therapy,.often.with.remarkable.results.
Section 4Applications in Business
Chapter 23The.Business.of.Collaborating:.Designing.and.Implementing.a.Group..Decision-Making.Scenario.Using.the.TeamMATE.Collaborative.Computer.Game........................... 446
Daniel I. Thomas, Griffith University, AustraliaLjubo B. Vlacic, Griffith University, Australia
This.chapter.explores.how.business.partners.can.come.together.and.engage.collaboratively.to.solve.a.resource-scheduling.problem.for.a.large.multinational.organization.consisting.of.multiple.regions..To.solve.this.problem,.a.TeamMATE.©.computer.game.scenario.was.constructed..Over.the.course.of.the.chapter,.the.structure.of.the.collaborative.computer.game.is.discussed.and.implemented..The.constructed.play.scenario.is.then.demonstrated.showing.group.decision-making.in.action.regardless.of.whether.the.business.partners.are.human.or.virtual.beings..Thus,.the.developed.collaborative.computer.game.work.environment.can.be.used.for.real.collaborative.activities.(where.all.players.are.just.human.beings).or.a.simulation.work.environment.(when.some.of.the.players.are.virtual.beings).
Chapter 24Capturing.Tacit.Knowledge.within.Business.Simulation.Games........................................................ 478
Meira Levy, Shenkar College of Engineering and Design, IsraelNava Pliskin, Ben-Gurion University of the Negev, Israel
Knowledge,.in.particular.the.tacit.knowledge.embedded.in.people.and.groups,.is.considered.a.strategic.organizational.asset..Many.organizations.harness.knowledge.to.increase.the.quality.of.decision-making.processes,. especially. in. the. current. complex.global.business. environment..Many.organizations. also.harness.business.simulation.games.to.support.learning.aimed.at.improving.decision-making.processes..Given.the.importance.of.knowledge,.on.the.one.hand,.and.of.simulation.games,.on.the.other,.this.chapter.presents.a.conceptual.model.for.embedding.knowledge.management.capabilities,.including.Web.2.0.applications,.within.simulation.games.environments.for.the.purpose.of.improving.the.learning.outcomes.with.regard.to.capturing.tacit.knowledge.as.well.as.to.developing.online.communication.skills.
Chapter 25The.QUARTIC.Process.Model.to.Support.Serious.Games.Development.for.Contextualized.Competence-Based.Learning.and.Assessment..................................................................................... 491
Ben Cowley, Center for Knowledge and Innovation Research CKIR, FinlandMichael Bedek, Claudia Ribeiro, INESC-ID, PortugalTuija Heikura, Center for Knowledge and Innovation Research CKIR, Aalto University, FinlandSobah Abbas Petersen, SINTEF Technology and Society, Norway
This.chapter.presents.the.QUARTIC.process.model.for.developing.contextualized,.competence-based.educational.games..Parallel.streams.of.pedagogy.and.game.development.have.been.married.to.stream-line.the.process.of.deriving.appropriate.educational.games.from.client.requirements..Furthermore,.the.authors.describe.two.methodologies.to.improve.the.complementarity.of.the.streams:.one.for.building.contextualised.narrative,. and.one. for.describing.competences.applied. in.context..This. increases. the.applicability.of.learning.outcomes.and.allows.the.simultaneous.assessment.of.learning.while.gaming..The.work.presented.is.a.part.of.the.European.research.project,.TARGET,.aimed.at.rapid.competence.development.for.knowledge.workers.
Chapter 26Play.or.Vote:.Matching.games.as.New.Approach.for.Design.Evaluation.in.Innovation.Contests...... 520
Jörg B. A. Haller, University of Erlangen-Nuremberg, GermanyKatja Hutter, University of Innsbruck, AustriaJohann Füller, University of Innsbruck, AustriaKathrin M. Möslein, University of Erlangen-Nuremberg, Germany
This.chapter.displays.IT-based.innovation.contests.as.new.means.to.enrich.a.company’s.“design-ideas”.by.the.creativity.of.a.multiplicity.of.external.designers.and.enthused.users.all.over.the.world..Further.and.foremost,.it.introduces.the.application.of.online.evaluation.games.as.method.to.elicit.promising.contribu-tions.in.innovation.contests..Two.design-oriented.innovation.contests.–.“style.your.smart”.and.“discover.Lattea”.–.serve.as.field.experiments.to.explore.the.applicability.and.use.of.games.for.the.evaluation.of.designs..Results.indicate.that.online.evaluation.games.help.identifying.the.most.promising.designs.in.an.innovation.contest.and.to.overcome.some.of.the.biases.caused.in.typical.evaluation.settings.
Chapter 27Serious.Games.in.Business.................................................................................................................. 539
Silke Balzert, IWi at DFKI, Saarland University, GermanyLucia Pannese, imaginary srl, ItalyMarie-Therese Walter, IWi at DFKI, Saarland University, GermanyPeter Loos, IWi at DFKI, Saarland University, Germany
The.intention.of.this.chapter.is.to.give.an.overview.about.Serious.Games.from.a.scientific.as.well.as.from.a.business.related.point.of.view..As.a.first.step,.several.existing.definitions.of.Serious.Games.are.examined,.and.the.differences.and.similarities.of.these.games.and.common.computer.games.are.presented..In.the.next.step,.some.goals.of.Serious.Games.and.their.dependency.on.the.application.scenario.and/or.the.kind.of.business.in.which.the.game.is.used.are.analyzed..Afterwards,.the.focus.switches.to.Serious.Games.developed.for.an.economic.context..The.specific.goals.of.such.games.are.presented,.and.the.influ-ence.of.these.goals.on.design.and.development.requirements.is.discussed..Furthermore,.it.is.examined.how.the.application.scenario.influences.the.Serious.Game.design..Last.but.not.least,.some.use.cases.are.presented.in.order.to.demonstrate.the.possibilities.of.Serious.Games.for.training.and.learning.purposes.
Chapter 28Serious.Games:.Issues.and.Challenges.for.Teaching.and.Training..................................................... 559
Chien Yu, Mississippi State University, USAJeng-Yang Wu, Mississippi State University, USAAliesha Johnson, Mississippi State University, USA
While.the.study.of.serious.games.is.gradually.increasing,.the.potential.of.serious.games.to.help.increase.the.effectiveness.of.training.and.learning.has.also.been.a.subject.of.debate.in.much.of.the.literature.published.in.the.field.of.teaching.and.training..The.purpose.of.this.chapter.is.to.review.what.has.been.studied.in.the.literature.regarding.serious.games.for.teaching.and.training..By.discussing.the.foundation.of.game-based.learning,.the.study.not.only.discusses.some.of.challenges.and.impacts.of.serious.games.for.teaching.and.training,.but.it.also.outlines.some.of.the.fundamental.issues.and.considerations.for.the.effective.use.of.serious.games.and.strategy.of.game-based.learning.
Chapter 29Wargaming.for.Business,.Non-Profit,.and.Government.Strategy.Development................................. 578
Micah May, New York Public Library, USATimothy Smith, Competitive Simulations, Inc., USA
A.wargame.is.competitive.simulation.used.to.build.and.test.strategy.. .Wargames.have.been.used.by.military.leaders.throughout.history,.notably.by.the.Persians.and.Napoleon,.and.more.recently.by.the.U.S..when.planning.its.invasion.of.Iraq...They.have.also.been.used.effectively.by.business.executives.and.leaders.in.government.agencies.and.even.non-profits..They.can.be.powerful.tools.to.generate.creative.ideas,.surface.and.resolve.taboo.issues,.anticipate.competitive.responses,.identify.and.prioritize.stake-
holder.needs,.assess.likely.market.acceptance.of.a.product.or.service,.or.to.build.and.test.a.strategic.plan...The.authors.(1).define.what.a.wargame.is.and.briefly.introduce.the.reader.to.the.concept.and.history.of.wargaming,.(2).explain.why.wargaming.is.valuable.and.when.it.can.be.used.most.fruitfully,.and.finally.(3).describe.how.to.run.a.wargame,.spanning.from.the.relatively.simple.to.the.more.complex...As.Karl.Von.Clausewitz.so.eloquently.put.it,.“everything.in.war.is.simple;.but.the.simplest.thing.is.difficult...”
Chapter 30Serious.Games.for.Serious.Business:.Improving.Management.Processes.......................................... 598
Paulo Correia, Instituto Superior Manuel Teixeira Gomes / GAME ISMAT, Portugal Paulo Carrasco, Escola Superior de Gestão, Hotelaria e Turismo, Universidade do Algarve / GAME ISMAT, Portugal
The.focus.of.this.chapter.is.serious.games.and.their.applications.in.management.education,.training,.and.skills.development..It.is.argued.that.the.use.of.serious.games.can.improve.management.processes.in.or-ganizations.and.it.is.shown.that.there.are.advantages.to.using.video.games.for.this.purpose.(games-based.learning).in.relation.to.traditional.methods..A.brief.historical.review.of.the.use.of.business.simulation.games.is.conducted..It.is.shown.that.some.types.of.entertainment.video.games.can.also.help.to.develop.management.skills..Potential.benefits.of.using.serious.games.within.businesses.are.mentioned.as.well.as.some.problems.that.may.arise.in.its.implementation.and.ways.to.overcome.them..Finally,.some.examples.of.the.use.of.serious.games.with.the.aim.of.improving.managers’.skills.and.performance.are.presented.
Chapter 31Exploring.Serious.Games.from.Service.Science.Perspective.............................................................. 615
Albena Antonova, Sofia University, Bulgaria
Nowadays,.serious.games.increasingly.attract.public.interest.and.many.applications.of.serious.games.in.education,.business,.politics,.healthcare,.and.social.issues.are.reported..Serious.games.offer.unlimited.number.of.opportunities.for.experiments.and.training,.where.different.experiences.become.possible,.without.costs,.time,.or.physical.limitations..Serious.games.offer.various.services.to.their.end-users,.com-bining.entertainment.with.additional.serious.elements..The.present.chapter.aims.to.discuss.serious.games.from.the.service.science.perspective..Service.science.explores.the.model.of.value-creation.in.complex.and.technology-enabled.services..Therefore.on.one.side.serious.games.are.discussed.from.three.service.science.perspectives,.highlighting.the.end-user.involvement.in.the.process.of.value.co-creation..On.the.other.side.different.application.domains.of.serious.games.are.reviewed.in.the.context.of.services.they.provide.to.users.and.stakeholders..The.last.section.will.discuss.the.benefits.of.service.science.approach,.developing.a.new.set.of.considerations.for.improving.SG.value.for.customers.
Volume 2
Section 5Applications in Education
Chapter 32Game-Based.Learning:.A.Review.on.the.Effectiveness.of.Educational.Games.................................. 628
Sylke Vandercruysse, Katholieke Universiteit Leuven, BelgiumMieke Vandewaetere, Katholieke Universiteit Leuven, BelgiumGeraldine Clarebout, Katholieke Universiteit Leuven, Belgium
A.new.interest.in.the.use.of.video.games.for.learning.has.emerged,.and.a.number.of.claims.are.made.with.respect.to.the.effectiveness.of.games.in.education..These.educational.games.are.considered.as.new.instructional.technology.with.great.potential..The.suggested.positive.outcomes.and.effects.have.been.mentioned.repeatedly..In.this.review.the.learning.effects.of.educational.games.are.studied.in.order.to.gain.more.insights.into.the.conditions.under.which.a.game.may.be.effective.for.learning..A.systematic.literature.search.in.three.databases.was.conducted..Some.studies.reported.a.positive.effect.on.learning.and.motivation,.but.this.is.moderated.by.different.learner.variables.and.depends.on.different.context.variables..Next.to.this,.the.effectivity.research.on.game-based.learning.is.highly.susceptible.to.a.muddle.of.approaches,.methodologies,.and.descriptions.of.gaming.for.educational.purposes.
Chapter 33Geo@NET.in.the.Context.of.the.Platform.of.Assisted.Learning.from..Aveiro.University,.Portugal.................................................................................................................. 648
Elisabete Peixoto, University of Aveiro, Campus Universitário de Santiago, PortugalEstela Martins, University of Aveiro, Campus Universitário de Santiago, PortugalAntónio Batel Anjo, University of Aveiro, Campus Universitário de Santiago, PortugalAlexandre Silva, University of Aveiro, Campus Universitário de Santiago, Portugal
[email protected],.played.online,.whose.main.purpose.is.to.motivate.students.to.the.study.of.geosciences..This.is.the.most.recent.game.included.in.the.Platform.of.assisted.learning.of.“Projecto.Matemática.Ensino”.(PmatE),.and.the.first.geosciences.online.game.that.was.developed.in.Portugal..geo@NET.project.involves.the.conception,.planning.and.development.of.several.question.generator.models,.for.online.games.and.competitions.between.students.of.the.3rd.cycle.of.Portuguese.basic.instruction..The.main.challenge.of.the.game.is.to.find.the.correct.answers.(true/false).in.a.set.of.affirmations..Only.solving.the.questions.of.each.level.of.the.game.allows.the.player.to.go.to.the.next.level..Since.2009,[email protected],.which.encourages.further.developments.of.this.project..Thus,.this.chapter.aims.to.describe.QGMs,.the.development.of.the.game.and.the.results.obtained.so.far.
Chapter 34Serious.Games.Applied.to.Project.Management.Teaching.................................................................. 668
André Raabe, UNIVALI, BrazilEliana Santos, UNIVALI, BrazilLauriana Paludo, UNIVALI, BrazilFabiane Benitti, UNIVALI, Brazil
The.main.focus.of.this.chapter.is.to.report.studies.that.explain.how.to.develop.serious.games.and.use.them.in.teaching.and.learning..The.focus.has.been.on.undergraduate.teaching,.which.is.detailed.in.the.
chapter.together.with.experiences.related.to.the.topic.of.Project.Management..The.chapter.shares.the.authors’.experiences.and.also.assesses.what.they.have.done.by.proposing.a.set.of.recommendations.for.development.and.use.of.serious.games.in.teaching.practices.in.undergraduate.education.
Chapter 35The.Use.of.a.Business.Simulation.Game.in.a.Management.Course.................................................... 693
Hélder Fanha Martins, Lisbon Polytechnic Institute - Lisbon School of Accounting and Administration (ISCAL), Portugal
There.has.been.a.shift.in.business.education,.which.emphasizes.student.participation.and.involvement.in.the.learning.process,.and.places.lecturers.in.the.position.of.acting.not.only.as.knowledge.creators.and.disseminators,.but.also.as.learning.process.facilitators..With.a.new.degree.on.Management,.a.new.course.called.Management.Simulation.Project.was.created.and.started.in.the.summer.semester.of.2006-2007.at.the.Lisbon.School.of.Accountancy.and.Administration.(ISCAL)..The.teaching.team.wanted.to.explore.ways.to.bring.the.realities.of.business.decision-making.and.action.into.the.curriculum..This.chapter.reflects.on.the.concept.of.educational.simulations.and.games.applied.to.business.and.aims.at.describing.how.a.Web-based.competitive.management.game.has.helped.to.achieve.that..Authors.discuss.their.objectives.and.those.of.the.game.and.outline.our.reasons.for.choosing.it..They.describe.the.context.at.ISCAL.and.the.game’s.main.features,.showing.how.it.is.played.over.a.semester..Authors.consider,.as.online.simulation.facilitators.of.what.is.predominantly.a.student-led.learning.process,.that.the.game.helps.students.to.gain.a.real.feel.for.collaboration,.managerial.decision-making,.and.teamwork.
Chapter 36Serious.Games.for.Exhibition.Contexts:.Limitations.and.Design.Decisions...................................... 708
Ulrike Erb, University of Applied Sciences Bremerhaven, GermanyLeonardo Moura de Araújo, University of Applied Sciences Bremerhaven, GermanyLuise Klein, University of Applied Sciences Bremerhaven, GermanyAnke Königschulte, University of Applied Sciences Bremerhaven, GermanyNora Simonow, University of Applied Sciences Bremerhaven, Germany
In.contrast.to.developing.home.versions.of.educational.games,.the.development.of.games.for.museums.and.exhibitions. is. faced.with. specific. limitations.and. requirements..Thus,. the.game.designer.has. to.consider.restrictions.concerning.not.only.its.content.and.learning.objectives,.which.need.to.be.related.to.the.exhibition,.but.also.the.limited.time.available.for.playing.and.for.understanding.its.mechanics,.as.well.as.restrictions.due.to.the.game’s.location.in.the.exhibition..Furthermore,.typical.problems.related.to.serious.games.must.be.considered,.such.as.creating.both.an.educational.and.engaging.experience.for.players...The.authors’.recommendations.presented.in.this.chapter.refer.to.experiences.made.in.two.case.studies.performed.by.Digital.Media.Master’s.students.of.the.University.of.Applied.Sciences.Bremerhaven,.Germany..Relevant.design.decisions.of.these.two.projects.are.illustrated.and.discussed,.especially.with.respect.to.the.limitations.of.exhibition.environments..Authors.conclude.that.if.digital.technologies.are.well.balanced.with.the.physical.environment,.a.profitable.combination.between.an.interactive.game.and.a.traditional.exhibition.can.enrich.the.overall.visitor.experience.
Chapter 37Brazilian.Occupational.Therapy.Perspective.about.Digital.Games.as.an..Inclusive.Resource.to.Disabled.People.in.Schools.............................................................................. 730
Suzana Rocha Siqueira, Special Needs Healthcare Institution (FAENOL) of Nova Lima City, BrazilEliane Cristina de Freitas Rocha, Pontifícia Universidade Católica de Minas Gerais, BrazilMarcelo Souza Nery, Pontifícia Universidade Católica de Minas Gerais, Brazil
This.chapter.aims.at.contributing.to.serious.games.studies.taking.into.consideration.two.aspects:.“as.a.tool.of.change:.for.social.change”.and.as.“applications.of.serious.games:.in.healthcare.and.e-health;.education.and.other.fields.”.There.have.been.many.studies.and.applications.of.serious.games.in.the.fields.of.education.and.health;.however,.there.is.still.a.lack.of.studies.on.social.inclusion..It.is.said,.based.on.a.wide.review.of.the.literature.on.the.subject,.that.games.can.help.the.construction.of.the.inclusive.school.showing.new.applications.for.serious.games..New.guidelines.for.serious.game.applications.are.presented,.as.well.as.a.new.interface.between.the.development.of.serious.games.and.Occupational.Therapy.–.the.latter.is.the.area.of.health.specialised.in.the.knowledge.of.human.activities.for.clinical.intervention.
Chapter 38The.Three.Dimensions.of.Flexibility.in.the.GameTel.Project............................................................. 750
Roberto Perez-Rodriguez, University of Vigo, SpainJorge Fontenla-Gonzalez, University of Vigo, SpainManuel Caeiro-Rodriguez, University of Vigo, Spain
The. employment. of. serious. games. in. educational. settings. is. a. hot. research. topic. nowadays..Many.research.results.from.a.few.different.research.fields.are.quite.promising,.and.Game.Based.Learning.is.thus.gaining.momentum..This.chapter.presents.the.GameTel.project,.carried.out.(among.other.partners).by.the.University.of.Vigo,.and.that.aims.to.develop.a.software.system.that.enables.the.composition.of.lesson.plans.that.include.serious.games..The.main.focus.in.GameTel.is.placed.in.the.flexibility:.users.may.access.the.GameTel.platform.to.play/learn.from.different.devices.(the.computer.and.the.digital.television.so.far);.the.GameTel.platform.may.adapt.to.different.users.who.have.different.backgrounds.and.preferences;.and.GameTel.may.integrate.different.externally.hosted.games.that.are.online.all.over.the.Internet..This.chapter.goes.through.these.issues,.and.describes.the.solutions.adopted.in.GameTel.
Chapter 39Using.Games.for.Primary.School:.Assessing.its.Use.with.Flow.Experience...................................... 769
Steven Lopes Abrantes, Polytechnic Institute of Viseu, PortugalLuis Borges Gouveia, University Fernando Pessoa, Portugal
Computer.games.are.a.form.of.E-Learning;.the.player.is.able.to.learn.at.his.own.rhythm.in.a.fun.but.ef-fective.way..One.of.the.most.important.aims.of.these.educational.games.is.to.motivate.the.pupils.to.make.learning.easier.by.using.their.own.experiences..This.study.is.based.on.the.flow.experience.introduced.by.Csikszentmihalyi.(1975)..The.person.who.undergoes. the.flow.experience.feels.pleased.and.fully.emerged.in.what.he.is.doing.and.tends.to.repeat.the.activity...In.the.context.of.this.study,.information.has.been.gathered.through.questionnaires.utilizing.the.five.dimensions.of.the.flow.state..The.sample.used.consisted.on.twenty.nine.pupils;.each.of.them.played.five.games..At.the.end.of.the.study,.it.was.possible.to.conclude.that.the.pupils.have.experienced.the.flow.and.that.it.had.a.positive.effect.on.their.learning.experiences.
Chapter 4021st.Century.Learning:.The.Role.of.Serious.Games........................................................................... 782
Jesus H. Trespalacios, New Mexico State University, USABarbara Chamberlin, New Mexico State University, USA
Today’s.students.need.more.than.just.content.knowledge.to.be.able.to.work.and.excel.in.the.21st.cen-tury.workforce..Skills.in.problem.solving,.communication,.collaboration,.creativity,.and.innovation.are.essential.for.students.to.succeed..An.increasing.body.of.evidence.suggests.video.games.are.powerful.ways.to.give.students.these.skills..This.chapter.includes.a.description.of.21st.century.skills.and.provides.information.on.generative.gaming.based.on.the.generative.learning.theory,.which.requires.students.to.
generate.their.own.learning.based.on.their.experiences.in.an.individualized.environment..It.concludes.with.an.example.of.a.mathematics-based.game.development.initiative.at.New.Mexico.State.University.that.teaches.content.knowledge.and.fosters.21st.century.skills.by.enabling.generative.gaming.
Chapter 41Virtual.Reality.Simulations:.Teaching.Interpersonal.and.Clinical.Judgments..Skills.to.Healthcare.Practitioners......................................................................................................... 800
Michelle Aebersold, University of Michigan School of Nursing, USADana Tschannen, University of Michigan School of Nursing, USA
The.use.of.simulation.in.the.training.of.healthcare.professionals.has.become.an.essential.part.of.the.educational.experience...Students.and.practitioners.need.to.learn.a.variety.of.technical,.interpersonal,.and.clinical.judgment.skills.to.be.effective.healthcare.practitioners...Virtual.simulation.can.provide.an.effective.training.method.to.facilitate.learning.and.can.be.targeted.to.develop.specific.skills...This.chapter.reviews.the.literature.around.simulation.techniques.and.outlines.a.development.process.that.can.used.to.develop.virtual.simulations.to.meet.a.variety.of.learning.objectives...Specific.issues.and.solutions.are.also.presented.to.ensure.a.successful.educational.experience.
Chapter 42Beyond.the.Technological.Dimension.of.Edutainment:.An.Evaluation.Framework..with.a.Curricular.Perspective............................................................................................................... 818
Carlos Rodríguez-Hoyos, University of Cantabria, SpainMaria João Gomes, University of Minho, Portugal
The.authors.propose.a.framework.for.carrying.out.an.analysis.of.edutainment.products.from.a.curricu-lar.perspective..Although.this.framework.has.been.developed.for.undertaking.a.curricular.evaluation.of.edutainment,.the.authors.also.incorporated.some.indicators.that.allow.them.to.evaluate.its.playful.dimension..Firstly,.the.different.fields.of.research.that.support.the.framework.are.presented,.such.as.the.studies.on:.commercial.video.games,.serious.games.and.edutainment,.and.curricular.materials.(for.example.textbooks)..This.framework.comprises.four.dimensions.of.analysis.Formal,.Playful,.Curricular.and.Ethical,.organized.as.an.observation.grid.of.edutainment.products.and.a.series.of.guidelines.to.use.it..In.each.dimension.the.authors.take.into.account.a.variable.number.of.units.of.analysis,.indicators,.and.evidences..Finally,.the.chapter.offers.some.general.conclusions.to.the.evaluation.process.of.edutainment,.focusing.on.its.appropriateness.to.specific.curricular.subjects.and.contexts.
Chapter 43Social.Studies.Education.Game.Development.as.an.Undergraduate.Immersive..Learning.Experience............................................................................................................................ 838
Paul Gestwicki, Ball State University, USARonald Morris, Ball State University, USA
The.chapter.describes.a.model.for.involving.multidisciplinary.teams.of.students.in.history.education.game.development,.focusing.on.the.process.as.a.learning.experience..This.is.described.in.the.context.of.immersive.learning,.a.model.for.higher.education.that.emphasizes.interdisciplinary.problem-solving.through.creative.artifacts..The.students.involved.in.this.multi-semester.experience.explored.emerging.theories.of.interactive.entertainment.and.learning,.diverging.from.traditional.educational.game.designs.to.explore.why.people.play.games.at.all,.the.impact.of.design.decisions.on.fun,.and.how.to.harness.this.insight.to.create.games.that.are.both.fun.and.educational..The.student.team.worked.with.educators.and.historians.to.create.a.game.that.would.incorporate.Civil.War.content.involving.the.John.Hunt.Morgan.
Raid.across.Indiana..The.game.had.to.fit.educational.constructs.and.constrictions..Suggestions.for.future.research.and.conclusions.based.on.this.experience.are.provided.
Chapter 44Business.Interactive.Game.Business.Interactive.Game.(BIG):.An.Innovative.Game.to.Support.Enterprise.Management.Training......................................................................................................... 859
Habib Sedehi, Rome University “La Sapienza,” ItalyFederico Baleani, Access Point Coop., Italy
The.chapter.describes.the.characteristics.of.Business.Interactive.Game.(BIG),.an.innovative.business.game.that.includes.a.number.of.“Wellness”.parameters,.developed.mainly.to.support.enterprise.management.training..The.approach.used.is.addressed.principally.to.the.company.entrepreneurs.more.than.the.large.organization.managers,.and.the.ongoing.development.objectives.are.oriented.towards.what.is.known.as.enterprise.GDW.(Gross.Domestic.Wellness).as.an.integration.of.GDP.(Gross.Domestic.Product)..The.BIG.offers.a.multiplayer.simulation.environment.where.each.potential.entrepreneur.in.competition.with.others,.aims.to.gain.market.and..maximize.revenues.stimulated.to.utilize,.not.exclusively.the.traditional.strategic.levers.(popular/innovative.product,.produced.and.distributed.with.the.best.combination.of.cost.and.quality.to.be.offered.to.a.possible.virgin.market.managing.through.an.optimal.price.in.relation.to.possible.competitors),.but.also.taking.particularly.into.account..three.features.identified.by:.(1).Entre-preneur’s.power.(prestige),.(2).Entrepreneur’s.specific.time.dedicated.to.overall.strategic.management,.and.(3).Company.attitude.to.social.responsibility.
Chapter 45Criteria.of.Development.of.Adaptive.Didactic.Games.for.People.with.Intellectual.Disability........... 873
Eduardo César Contreras Delgado, Universidad Autónoma de Coahuila, MéxicoIsis Ivette Contreras González, Universidad Autónoma de Coahuila, México
Children.with.intellectual.disability.have.diminished.the.ability.of.social.intelligence;.thus.it.is.necessary.to.develop.abilities.in.the.area.“use.of.the.community”.in.order.to.do.suitable.use.of.these.resources..An.educative.alternative.is.the.use.of.didactic.games.in.order.to.instruct.disabled.people..Our.approach.is.to.propose.criteria.to.develop.games.for.people.with.intellectual.disability..The.authors.use.prototypes.of.games.like.for.example.to.describe.the.proposed.criteria.applied.in.the.areas.of.development.and.the.situations.of.learning.towards.which.the.game.focuses,.in.order.to.obtain.the.learning,.as.it.is.the.inten-tion.of.the.game..The.result.that.is.expected.is.to.enable.these.players.so.that.they.are.self-sufficient.to.obtain.inclusion.of.these.vulnerable.groups.to.the.social.surroundings..The.chapter.concludes.with.a.proposal.for.the.development.of.a.formal.game.by.a.company.that.could.commercialize.it.and.make.it.available.for.the.targeted.community.
Chapter 46Motivational.and.Cognitive.Aspects.of.Applying.Educational.Games.as.a.Learning.Tool................. 892
Miroslav Minović, University of Belgrade, SerbiaMiloš Milovanović, University of Belgrade, SerbiaIvana Kovačević, University of Belgrade, SerbiaJelena Minović, Institute of Economic Sciences, SerbiaDušan Starčević, University of Belgrade, Serbia
In.this.chapter,.authors.present.a.study.conducted.among.university.students.with.the.purpose.of.acquiring.empirical.evidence.to.support.the.claim.that.game.design.can.be.used.as.an.effective.form.of.learning..The.authors.measured.the.effects.of.different.learning.approaches.with.the.respect.of.individual.differ-
ences.in.cognitive.styles..Use.of.game.designing.opens.the.ability.of.better.understanding.the.subject.matter..Learning.motivation.is.another.one.relevant.factor.of.learning.performance..Since.the.authors.were.not.certain.if.this.way.of.conveying.educational.process.really.had.a.positive.impact.on.learning.effect,.they.decided.to.observe.effect.of.different.learning.contexts,.both.on.exam.results.as.the.measure.of.learning.outcome,.and.subjectively.reported.level.of.motivation..Initial.results.provide.a.good.argu-ment.for.use.of.game.design.as.a.student.learning.tool..In.addition,.the.chapter.reports.some.influence.of.cognitive.style.on.effectiveness.of.using.game.design.
Chapter 47The.In-Depth.Science.of.the.Tic-Tac-Toe.Game................................................................................. 918
Mário António Ramalho, Technical University of Lisbon (TULisbon), Portugal
In.the.present.chapter,.a.robotic.application.bringing.together.games,.informatics,.robotics,.artificial.intelligence,.and.artificial.vision.is.described..The.development.of.a.game.player,.thus.performing.an.“intelligent”.activity,.is.presented...The.authors.suggest.that,.more.than.simulation.only,.the.development.of.the.system.could.a.serious.way.of.develop.learning.and.interest.on.the.underlining.sciences...The.sys-tem,.which.only.uses.off.the.shelf.components,.allows.for.the.“intelligent”.behavior.to.be.shown.through.the.use.of.a.simple.robotic.system..In.particular,.advanced.intelligent.sensors.are.used,.and.the.capaci-ties.derived.from.the.tasks.of.industrial.automatic.visual.inspection,.for.which.the.system.is.designed..These.are.applied.to.the.recognition.of.hand.written.symbols.for.accomplishment.of.a.playful.activity...The.result.is.a.demonstrator,.which.has.proven.to.be.good.at.catching.attention,.curiosity,.and.public.
Chapter 48Exploring.the.Educational.Power.of.Serious.Games:.A.Review.of.Literature.................................... 928
Carlos Rodríguez-Hoyos, University of Cantabria, SpainMaria João Gomes, University of Minho, Portugal
This.chapter.presents.a.review.of.the.state.of.the.art.of.research.carried.out.over.the.last.few.years.aimed.at.a.deeper.analysis.of.the.educational.uses.of.serious.games..In.the.authors’.endeavour,.they.have.ex-amined.a.sample.of.the.scientific.work.generated.between.2008.and.2010.from.three.sources:.Biblioteca.do.Conhecimento.On.Line,.Google.Scholar,.and.the.database.Edit.Lib,.belonging.to.the.Association.for.the.Advancement.of.Computing.in.Education.(ACCE)..As.a.result.of.this.process.of.analysis.and.synthesis,.the.authors.present.the.main.lines.of.research.carried.out.in.this.field.of.work.and.propose.a.research.agenda.in.order.to.improve.the.educational.power.of.edutainment.
Chapter 49Challenges.of.Serious.Games.for.Improving.Students’.Management.Skills..on.Decision.Making............................................................................................................................. 947
Jannicke Baalsrud Hauge, BIBA Bremer Institut für Produktion und Logistik GmbH, GermanyGabriele Hoeborn, Universität Wuppertal-IZ3, GermanyJennifer Bredtmann, Universität Wuppertal-IZ3, Germany
Serious.Games.have.been.used.in.civil.education.since.the.1950s..The.first.serious.games.were.busi-ness.games.aiming.to.improve.the.skills.required.for.decision.making.processes..Serious.games.are.also.widely.used.in.primary.and.secondary.education.nowadays..Children.learn.excellently.by.playing.them..In.contrast,.learning.by.gaming.is.often.seen.as.not.serious.enough.within.higher.education.and.vocational.training..Consequently,.gaming.as.a.teaching.method.is.still.often.excluded.in.many.curricula..Hence,.students.lack.the.experience.of.active.knowledge.acquirement.during.lessons.and.thus.encounter.a.barrier.for.successful.participation.in.serious.games.later..This.chapter.discusses.first,.why.serious.games.should.still.be.considered.as.a.suitable. learning.method.for.mediation.of.management.skills,.
which.barriers.arise,.and.how.to.overcome.these.barriers..The.chapter.is.based.upon.the.experience.of.using.management.games.in.an.environment.being.open.and.reluctant.to.gaming.as.a.learning.method..The.outcome.of.this.chapter.will.be.an.approach.for.reducing.the.barriers.of.adoption..This.approach.will.also.take.cultural.and.gender.issues.into.account,.since.these.both.affect.the.learning.outcome.as.well.as.have.an.impact.on.the.design.of.the.games.
Chapter 50Stalin’s.Dilemma:Design,.Development,.and.Employment.of.a.College.Level..Historical.Computer.Game.................................................................................................................. 965
Edward Bever, State University of New York, College at Old Westbury
Stalin’s.Dilemma.is.an.educational.game.that.simulates.the.industrialization.of.the.Soviet.Union.during.the.three.Five.Year.Plans.between.1928.and.1942..The.goal.of.the.game.is.to.reach.or.exceed.the.historical.levels.of.industrial.capacity,.military.effectiveness,.and.political.stability.in.order.to.prepare.the.country.to.repel.an.attack.by.Nazi.Germany,.but.with.less.human.cost.than.was.inflicted.by.Josef.Stalin...This.chapter.describes.the.game.and.discusses.its.design,.development,.and.use.in.various.educational.settings.and.structures...Its.goal.is.to.convey.insights.and.lessons.that.can.be.applied.to.future.development.and.employment.of.other.instructional.simulation.games...The.primary.conclusions.are.the.need.to.support.a.complex.design.with.extensive.player.aids.and.to.harness.students’.competitiveness.and.ambition.by.directly.connecting.performance.in.the.game.to.performance.in.the.course.
Chapter 51Immersion,.Narrative,.and.Replayability.as.the.Motivational.and.Attractiveness..Factors.in.Serious.Games..................................................................................................................... 991
Pollyana Notargiacomo Mustaro, Universidade Presbiteriana Mackenzie, BrazilRaphael Leal Mendonça, Universidade Presbiteriana Mackenzie, Brazil
Serious.games,.electronic.games.whose.purpose.is.work.educational.elements,.often.do.not.reach.this.goal,.because.by.being.included.the.content.and.teaching.strategies,.the.fun.dimension.and.motivation.to.interact.are.reduced..In.this.sense,.this.chapter.presents.a.proposal.for.the.use.of.immersion,.narrative,.and.replayability.as.devices,.all.to.make.serious.games.more.attractive.to.the.student.in.general..These.three.elements.are.explored.theoretically.and.then.analyzed.and.aligned.with.proposals.for.instructional.design.and.learning.theories..As.a.result,.a.development.proposal.for.Serious.game.Development.Docu-ment.(SGDD).and.rubric.for.evaluation.of.use.are.presented..This.is.expected.to.contribute.and.assist.not.only.with.development,.but.also.with.in.the.analysis.of.serious.games.
Chapter 52Using.Serious.Games.and.Building.Models:.Two.Complementary.Steps.in.the..Learning.Process................................................................................................................................ 1009
Jose M. Sarriegi, Tecnun (University of Navarra), SpainAlberto Conde, NEM Solutions, Spain &Tecnun (University of Navarra), Spain
Technology.currently.allows.the.development.of.games,.which.can.be.used.not.only.for.entertainment.purposes,.but.also.for.training..This.can.be.especially.suitable.in.the.case.of.training.for.business.man-agers..In.fact,.there.is.a.long.tradition.of.using.games.for.training.in.management.issues..This.chapter.presents.a.general.review.of.the.value.added.by.the.serious.games.use.in.the.case.of.management.training.and.particularly.visits.the.experience.of.using.games.based.on.systems.dynamics.simulation.models..The.focus.of.this.type.of.games.is.oriented.towards.making.explicit.the.structure.underlying.the.behaviour.simulated.in.the.game..Finally,.a.real.training.case.is.presented.in.detail,.where.both.methods,.serious.games.and.system.dynamics,.are.combined.for.gaining.a.deep.insight.in.maintenance.techniques.
Section 6Applications in Research and Development
Chapter 53Human.Computation:.A.New.Aspect.of.Serious.Games................................................................... 1027
Markus Krause, University of Bremen, GermanyJan Smeddinck, University of Bremen, Germany
The.scientific.study.of.serious.games.is.a.recent.development,.spanning.less.than.two.decades..One.aspect.in.this.field.is.human.computation.with.digital.games..The.core.of.the.paradigm.is.to.outsource.problems.that.are.not.yet.solvable.by.conventional.computational.systems.to.humans..Therefore,.these.problems.are.reformulated.into.tasks.that.are.then.integrated.into.digital.games..The.players.of.the.game.then.solve.the.problem.while.playing..Different.human.computation.games.have.been.successfully.deployed,.but.tend.to.provide.a.relatively.narrow.gaming.experience..This.chapter.analyzes.the.differences.between.game.design.for.human.computation.and.traditional.digital.game.design..An.in-depth.consideration.of.these.differences.shows.that.it.is.a.viable.approach.to.build.human.computation.games.with.a.wide.range.of.designs..The.key.issues.of.human.computation.game.design.are.illustrated.with.the.game,.OnToGalaxy.
Chapter 54Employing.Co-Design.in.the.Video.Game.Design.Process............................................................... 1048
Greg Walsh, University of Maryland, USA
Innovative.and.engaging.video.games.can.be.created.if.the.target.audience.is.included.in.the.design.process..Co-design.is.the.process.of.working.with.an.intended.audience.as.colleagues.in.the.design.of.technology..Co-design.requires.techniques.that.bring.together.designers.in.a.way.to.create.new.tech-nologies..New.design.techniques.are.developed.to.be.used.in.real-world.situations,.but.require.refine-ment.through.their.own.use..Video.games.offer.technique.designers.an.abundant.source.of.material.to.design.and.refine.techniques.in.real-world.scenarios..This.chapter.will.discuss.co-design.and.the.use.of.co-design.techniques.in.the.design.of.a.serious.video.game.to.explore.history,.to.help.children.be.more.environmentally.minded,.and.a.virtual.world.that.reinforces.positive.social.behavior.
Chapter 55A.Taxonomy.and.a.Proposal.for.a.Classification.of.Serious.Games.................................................. 1064
Stefania Barca, Sapienza Università di Roma, ItalyBrunella Botte, Sapienza Università di Roma, ItalyGiada Marinensi, Sapienza Università di Roma, ItalyClaudia Matera, Sapienza Università di Roma, ItalyCarlo Maria Medaglia, Sapienza Università di Roma, Italy
The.use.of.Serious.Game.with.educational.aims.has.been.studied.for.several.years;.however,.this.is.still.an.experimental.field..The.concept.of.Serious.Game.has.different.spheres.in.which.they.are.being.used.with.different.aims,.and.in.accordance.with.the.disciplinary.area.it.belongs,.it.refers.to.many.other.meanings.and.concepts,.so.it.is.necessary.to.discuss.on.the.general.concept,.analyzing.its.characteristics.to.have.a.clearer.vision.of.the.theme..To.understand.better.and.categorize.Serious.Games,.authors.have.considered.that.the.concept.of.game.could.be.a.basilar.element.of.definition.to.give.a.systematic.order.to.the.numerous.typologies.of.Serious.Game..Starting.from.Joan.Huizinga’s.researches.and.Roger.Cail-lois’.studies.in.games.and.human.approach.and.effects.of.games,.the.authors.define.what.a.simulation.is.and.combine.it.with.the.concept.of.simulation.to.formulate.a.taxonomy.that.would.be.an.acknowledged.instrument.of.research.on.Serious.Games.and.the.contexts.and.fields.of.application.
Chapter 56Using.an.Agent-Based.Behavior.Modeling.for.Finding.Humanitarian.Relief.Center..Location.in.an.Earthquake.Zone........................................................................................................ 1080
Numan Celebi, Istanbul University, Turkey
Every.year,.many.different.disasters.occur.in.the.world..The.numbers.of.disasters.have.increased.espe-cially.in.recent.years..Emergency.management.of.contingency.has.attracted.by.many.researchers,.and.they.use.analytical.methods.to.find.the.optimal.locations.of.humanitarian.relief.distribution.center(s)..This.study.sets.up.a.model.for.humanitarian.relief.center.facility.location.problem..The.authors’.model.considers.some.characteristics.such.as.earthquake.risk.index,.population.density.index,.and.transporta-tion.index.to.determine.the.optimal.facility.location.center.to.respond.the.victims.when.an.earthquake.or.disaster.occurs..The.method.is.based.on.a.mathematical.model.for.locating.facility.center..Authors.apply.this.model.in.a.city.in.Turkey,.and.then.the.model.is.solved.as.an.agent.based.behavior.modeling.according.to.the.particle.swarm.optimization..Finally,.the.results.are.presented.
Section 7Applications to Defense
Chapter 57Quantification.of.Game.AI.Performance.for.Junior.Leadership.Training..in.the.Defence.Domain...................................................................................................................... 1097
Michael Barlow, The University of New South Wales at the Australian Defence Force Academy, AustraliaEdward Rowlands, Australian Defence Simulation Office, Australia
This.chapter.describes.an.academic.and.rigorous.evaluation.of.the.utility.and.current.shortcomings.of.state-of-the-art.game.AI.to.support.junior.leadership.training.outcomes.in.the.defence.domain..A.series.of.experimental.runs.were.conducted.where.the.control.of.members.of.the.section.was.varied:.all.members.of.the.section.were.controlled.by.human.players..Only.the.section.leader.was.controlled.by.a.human.with.all.others.under.AI.control.receiving.orders.from.the.section-leader;.and.all.members.of.the.section.were.AI.controlled..These.three.conditions.were.then.contrasted.employing.the.suite.of.metrics..Significant.differences.were.found.between.all.three.control.configurations,.though.in.general,.human-leading-AI.was.more.similar.to.the.all-human-controlled.outcomes.than.to.the.all-AI-controlled..The.chapter.then.continues.with.the.description.of.and.results.for.a.set.of.subjective.experiments.that.took.the.form.of.a.“group.Turing.test.”.It.was.found.that.observers.were.not.able.to.reliably.determine.which.of.the.three.control.modalities.they.were.observing.–.several.observers.performed.only.at.chance.level.while.even.the.best.observer.was.considerably.less.than.100%.accurate.
Chapter 58The.Use.of.Computer.Games.in.Military.Training.by.the.British.Army........................................... 1122
John Curry, Bath College, UK Tom Mouat, SO2 DS Modelling & Simulation, UK & Defence Academy of the United Kingdom, UK
This.chapter.gives.an.overview.of.how.serious.computer.games.are.being.used.for.training,.education,.and.decision.support.within.the.British.Army,.and.gives.an.in-depth.example.of.the.use.of.JCOVE.train-ing.system.used.to.train.soldiers.in.convoy.driving..Initial.evaluations.on.the.effectiveness.of.the.use.of.serious.games.in.preparing.UK.forces.for.operations.in.Iraq.and.Afghanistan.show.they.have.had.a.significant.positive.impact..Further.research.is.needed.on.the.business.issue.of.better.public.procurement.systems.to.introduce.innovation.in.games.faster.into.the.training.cycle.and.on.the.education.aspects.of.using.serious.games.as.part.of.preparation.to.work.in.hazardous.environments.
Chapter 59The.Use.of.Digital.Games.to.Stimulate.Behaviors............................................................................ 1145
Paulo David da Silva Simões, Instituto Politécnico do Cávado e do Ave, PortugalCláudio Gabriel Inácio Ferreira, Instituto Politécnico do Cávado e do Ave, Portugal
Video.games.already.have.their.own.space.on.people’s.lives.(as.well.as.films,.music,.etc.)..Serious.games.are.able.to.provide.players.an.interactive.environment.where.they.can.have.a.new.personal.fulfillment,.and.try.to.achieve.certain.proposes.as.if.they.were.real..The.U.S..Department.of.Defense.has,.since.the.year.2002,.a.new.tool.for.promotion.and.recruitment.of.civilians.into.the.army..This.is.an.online.game.in.which.the.user.is.invited.to.experience.the.life.of.a.soldier.of.the.regular.army:.The.America’s.Army.game,.which.is.considered.the.first.combat.serious.game..Due.to.its.popularity.and.purpose,.it.is.intended.to.analyze.the.extent.to.which.the.use.of.the.game.influences.the.behavior.of.its.users.
Section 8Applications to e-Health and Health Care
Chapter 60Games.Improving.Disorders.of.Attention.Deficit.and.Hyperactivity................................................ 1160
Andreia Espírito Santo, Polytechnic Institute of Leiria, PortugalRui Rijo, Polytechnic Institute of Leiria, Portugal & Institute for Systems and Computers Engineering at Coimbra, PortugalJoão Monteiro, Polytechnic Institute of Leiria, PortugalInês Henriques, Polytechnic Institute of Leiria, PortugalAna Matos, Polytechnic Institute of Leiria, Portugal Carina Rito, Polytechnic Institute of Leiria, Portugal Paulo Costa, Serviço de Pediatria do Hospital de Santo André, Portugal Luís Marcelino, Polytechnic Institute of Leiria, Portugal
In.Portugal,.there.are.between.35,000.and.75,000.children.suffering.from.Attention.Deficit.Hyperactivity.Disorder..The.need.to.act.prominently.in.children.with.these.disorders,.suggests.the.creation.of.vari-ous.serious.games.that.can.be.executed.with.a.computer,.aiding.affected.children.and.assisting.health.professionals..This.chapter.presents.two.games.that.intend.to.help.children.to.improve.their.capacity.to.speed.information.processing,.enhance.executive.functions,.and.use.of.working.memory.by.performing.a.set.of.exercises.presented.in.the.form.of.educational.games..It.also.enables.the.assisting.physician.to.monitor.the.execution.of.these.exercises..With.the.completion.of.the.tasks.of.the.games,.children.may,.in.an.appealing.way,.improve.their.skills.and.thereby.overcome.their.difficulties..This.chapter.presents.the.research.methodology.followed.to.the.creation.of.the.games,.and.the.preliminary.promising.tests..Future.research.directions.are.also.discussed.
Chapter 61An.Overview.on.the.Use.of.Serious.Games.in.Physical.Therapy.and.Rehabilitation....................... 1175
Tiago Martins, University of Minho, PortugalVítor Carvalho, University of Minho, Portugal & Polytechnic Institute of Cávado and Ave, PortugalFilomena Soares, University of Minho, Portugal
As.a.significant.number.of.individuals.have.severe.motor.disabilities,.due.to.neurological.and.musculo-skeletal.conditions,.it.is.important.to.provide.them.with.an.appropriate.rehabilitation.program.in.order.to.
improve.their.quality.of.life..Several.studies.results.suggest.that.many.elements.of.the.interactive.games.have.a.tremendous.potential.as.rehabilitation.tools..The.serious.games.can.entertain.the.players,.while.rewarding.and.reinforcing.healthy.movements..As.these.technologies.create.a.pleasant.environment,.they.motivate.the.patients.to.perform.the.necessary.exercises.with.satisfaction.and.total.relaxation,.even.forgetting.that.they.are.conducting.a.therapy...In.this.sense,.various.serious.games.are.being.applied.in.healthcare.settings,.namely.in.many.physical.therapy.and.rehabilitation.situations..This.chapter.discusses.the.different.potentialities.of.several.serious.games,.when.used.in.physical.therapy.and.rehabilitation.of.patients.with.problems.in.motor.skills.
Chapter 62New.Forms.of.Interaction.in.Serious.Games.for.Rehabilitation........................................................ 1188
Paula Alexandra Rego, Instituto Politécnico de Viana do Castelo, Portugal & Laboratório de Inteligência Artificial e Ciência de Computadores, PortugalPedro Miguel Moreira, Instituto Politécnico de Viana do Castelo, Portugal & Laboratório de Inteligência Artificial e Ciência de Computadores, PortugalLuís Paulo Reis, University of Porto, Portugal & Laboratório de Inteligência Artificial e Ciência de Computadores, Portugal
This.chapter.addresses.up-to-date.research.development.regarding.to.the.adoption.of.more.natural.forms.of.interaction.in.the.Serious.Games.for.Rehabilitation.domain.of.application..The.chapter.describes.the.main.problems.involved.and.how.Serious.Games.can.benefit.the.process.of.rehabilitation..A.comprehen-sive.literature.survey.is.presented.and.accompanied.by.a.proposed.set.of.classification.criteria.towards.a.taxonomy..From.this.study,.a.main.research.opportunity.that.has.been.identified.is.the.potential.benefits.of.the.adoption.of.natural.interaction.modalities..The.remaining.of.the.chapter.presents.our.recent.work.on.this.subject,.including.the.description.and.design.of.game.prototypes.using.alternative.and.natural.interaction.modalities..The.authors.present.experiments.and.the.results.of.a.user.study.in.order.to.make.possible.to.conclude.about.the.benefits.of.the.newer.forms.of.interaction..From.the.study,.it.was.con-cluded.that.the.introduction.of.the.natural.interaction.modalities.has.increased.the.attractiveness.and.intuitiveness.of.the.prototyped.Serious.Game..This.important.result.motivates.researchers.to.improve.the.interaction.mechanisms.and.conduct.studies.with.distinct.tasks.and.larger.samples.of.users/patients..Lastly,.the.authors.report.identified.research.opportunities.and.open.problems.
Chapter 63Interactive.Games.with.Robotic.and.Augmented.Reality.Technology.in.Cognitive.and.Motor.Rehabilitation..................................................................................................................................... 1212
Ana Belén Naranjo-Saucedo, Virgen del Rocio University Hospital, SpainCristina Suárez-Mejías, Virgen del Rocio University Hospital, SpainCarlos L. Parra-Calderón, Virgen del Rocio University Hospital, SpainEster González-Aguado, Fundació Privada Sant Antoni Abat, SpainFrida Böckel-Martínez, Fundació Privada Sant Antoni Abat, SpainAntoni Yuste-Marco, Fundació Privada Sant Antoni Abat, SpainPablo Bustos, University of Extremadura, Spain Luis Manso, University of Extremadura, SpainPilar Bachiller, University of Extremadura, SpainSergi Plana, m-BOT Solutions SL, Spain Jose M Diaz, m-BOT Solutions SL, SpainRicardo Bonache, m-BOT Solutions SL, SpainAdriá Marcos, m-BOT Solutions SL, Spain
Over.the.years,.robotics.have.become.technological.service.tools.in.different.application.domains..This.chapter.presents.a.direct.application.of.games.and.robotics.as. therapeutic. tools. in. the.healthcare.of.patients..These.strategies.are.used.in.ACROSS.project,.involving.more.than.100.researchers.from.13.Spanish.entities..The.main.objective.of.this.project.is.to.modify.the.current.perspective.of.the.therapies,.taking.advantage.of.the.game.properties.that.will.be.implemented.in.social.robots,.which.are.blocked.in.providing.predefined.services..These.new.systems.are.able.to.self-reconfigure.and.adapt.autonomously..In.order.to.provide.an.open.framework.for.collaboration.between.universities,.research.centres,.and.the.Administration,.ACROSS.will.develop.Open.Source.Services.available.to.everybody..This.chapter.aims.to.contribute.a.new.overview.of.treatment.therapies.with.elderly.and.paediatric.patients.that.pres-ent.cognitive.and.motor.impairments.as.well.as.present.the.methodology.of.evaluation.to.determine.the.effect.of.games.and.social.robots.as.a.means.to.carry.out.a.therapy.
Compilation of References.............................................................................................................. 1234
About the Contributors................................................................................................................... 1330
Index.................................................................................................................................................. 1366