An overview of serious games
Serious games are growing rapidly as a gaming industry as well as a field of academic
research. There are many surveys in the field of digital serious games; however, most …
research. There are many surveys in the field of digital serious games; however, most …
A systematic review of gamification techniques applied to elderly care
The proportion of the world's population growing older is rapidly increasing over the last
decades. With the recent progresses seen in information and communication technologies …
decades. With the recent progresses seen in information and communication technologies …
[HTML][HTML] Quality criteria for serious games: serious part, game part, and balance
Serious games are digital games that have an additional goal beyond entertainment.
Recently, many studies have explored different quality criteria for serious games, including …
Recently, many studies have explored different quality criteria for serious games, including …
Augmented reality, serious games and picture exchange communication system for people with ASD: systematic literature review and future directions
For people with Autism Spectrum Disorder (ASD), using technological tools, such as
augmented reality (AR) and serious games remain a new and unexplored option. To attract …
augmented reality (AR) and serious games remain a new and unexplored option. To attract …
[HTML][HTML] Internet-of-things-enabled serious games: A comprehensive survey
Internet of things has been one of the predominant research areas for the past two decades.
Many application domains have embraced it to solve challenges that have long been …
Many application domains have embraced it to solve challenges that have long been …
An empirical study of issues and barriers to mainstream video game accessibility
A gap between the academic human-computer interaction community and the game
development industry has led to games not being as thoroughly influenced by accessibility …
development industry has led to games not being as thoroughly influenced by accessibility …
Conceptualizing e-leisure
G Nimrod, H Adoni - Loisir et Société/Society and Leisure, 2012 - Taylor & Francis
The emergence and diffusion of new information and communication technologies have
profoundly affected and are still transforming individuals' leisure. These technologies offer …
profoundly affected and are still transforming individuals' leisure. These technologies offer …
The promise of exergames as tools to measure physical health
Exergames are popular video games that combine physical activity with digital gaming. To
measure effects of exergame play on physical outcomes and health behaviors, most studies …
measure effects of exergame play on physical outcomes and health behaviors, most studies …
[HTML][HTML] Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity
Background: Pokémon GO is the most played augmented reality game in history. With more
than 44 million players at the peak of its popularity, the game has sparked interest on its …
than 44 million players at the peak of its popularity, the game has sparked interest on its …
Increasing motivation in social exercise games: personalising gamification elements to player type
Fun and social affiliation are good predictors of long-term intention to use game-based
interventions including those for motivating physical activity, yet current player matching …
interventions including those for motivating physical activity, yet current player matching …