An overview of serious games

F Laamarti, M Eid, A El Saddik - International Journal of …, 2014 - Wiley Online Library
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 …

A systematic review of gamification techniques applied to elderly care

D Martinho, J Carneiro, JM Corchado… - Artificial Intelligence …, 2020 - Springer
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 …

[HTML][HTML] Quality criteria for serious games: serious part, game part, and balance

P Caserman, K Hoffmann, P Müller, M Schaub… - JMIR serious …, 2020 - games.jmir.org
Serious games are digital games that have an additional goal beyond entertainment.
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

H Almurashi, R Bouaziz, W Alharthi, M Al-Sarem… - Sensors, 2022 - mdpi.com
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 …

[HTML][HTML] Internet-of-things-enabled serious games: A comprehensive survey

S Ahmad, S Umirzakova, F Jamil… - Future Generation …, 2022 - Elsevier
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 …

An empirical study of issues and barriers to mainstream video game accessibility

JR Porter, JA Kientz - Proceedings of the 15th international ACM …, 2013 - dl.acm.org
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 …

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 …

The promise of exergames as tools to measure physical health

AE Staiano, SL Calvert - Entertainment computing, 2011 - Elsevier
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 …

[HTML][HTML] Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity

O Marquet, C Alberico, D Adlakha, JA Hipp - JMIR serious games, 2017 - games.jmir.org
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 …

Increasing motivation in social exercise games: personalising gamification elements to player type

G Chan, A Arya, R Orji, Z Zhao… - Behaviour & Information …, 2024 - Taylor & Francis
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 …