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pub:research [2019/07/18 09:39] – [CCSC2018] bgcpub:research [2019/09/19 17:48] – [Bandreader] kkutt
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   * DOI: 10.3390/s19112509   * DOI: 10.3390/s19112509
  
-  * [[https://www.mdpi.com/1424-8220/19/11/2509/pdf|Full text available online]] +  * [[https://www.mdpi.com/1424-8220/19/11/2509/|Full text available online]] 
  
 ==== ICAISC2019b ==== ==== ICAISC2019b ====
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   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]
   * Abstract: We discuss affective serious games that combine learning, gaming and emotions. We describe a novel framework for the creation and evaluation of serious affective games. Our approach is based on merging pertinent design patterns in order to recognize educational claims, educational assessment, best game design practices, as well as models and solutions of affective computing. Björk’s and Holopainen’s game design patterns have been enhanced by Evidence Centered Design components and affective components. A serious game has been designed and created to demonstrate how to outline a complex game system in a communicative way, and show methods to trace how theoretically-driven design decisions influence learning outcomes and impacts. We emphasize the importance of patterns in game design. Design patterns are an advantageous and convenient way of outlining complex game systems. Design patterns also provide favorable language of communication between multidisciplinary teams working on serious games.   * Abstract: We discuss affective serious games that combine learning, gaming and emotions. We describe a novel framework for the creation and evaluation of serious affective games. Our approach is based on merging pertinent design patterns in order to recognize educational claims, educational assessment, best game design practices, as well as models and solutions of affective computing. Björk’s and Holopainen’s game design patterns have been enhanced by Evidence Centered Design components and affective components. A serious game has been designed and created to demonstrate how to outline a complex game system in a communicative way, and show methods to trace how theoretically-driven design decisions influence learning outcomes and impacts. We emphasize the importance of patterns in game design. Design patterns are an advantageous and convenient way of outlining complex game systems. Design patterns also provide favorable language of communication between multidisciplinary teams working on serious games.
 +  * DOI: 10.1016/j.future.2018.06.013
 +
   * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]]    * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]] 
 ==== ICAISC2018 ==== ==== ICAISC2018 ====
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 ==== Bandreader ==== ==== Bandreader ====
  
-See the [[https://geist.re/pub:software:BandReader]] page on the +See the [[https://geist.re/pub:software:BandReader|BandReader]] page on the 
 [[https://geist.re/|GEIST]] webpage [[https://geist.re/|GEIST]] webpage
  
 +==== Game Design Patterns Ontology ====
 +
 +See the [[pub:ontology|Ontology]] page.
 +
 +==== Prototypes of Affective Games ====
 +
 +  * [[pub:prototypes#freud_me_out|Freud me out]]
 +  * [[pub:prototypes#space_shooter|Affective SpaceShooter]]
 +  * [[pub:londonbridge|London Bridge]] (scrollrunner game)
 ===== Workshops ===== ===== Workshops =====
  
 See the [[workshops]] page. See the [[workshops]] page.
  
  • pub/research.txt
  • Last modified: 2024/01/25 12:26
  • by kkutt