Simulation in manufacturing: Review and challenges

D Mourtzis, M Doukas, D Bernidaki - Procedia Cirp, 2014 - Elsevier
Simulation comprises an indispensable set of technological tools and methods for the
successful implementation of digital manufacturing, since it allows for the experimentation …

Serious gaming for behaviour change: a systematic review

R Hammady, S Arnab - Information, 2022 - mdpi.com
Over the years, there has been a significant increase in the adoption of game-based
interventions for behaviour change associated with many fields such as health, education …

Exploiting user experience from online customer reviews for product design

B Yang, Y Liu, Y Liang, M Tang - International Journal of Information …, 2019 - Elsevier
Understanding user experience (UX) becomes more important in a market-driven design
paradigm because it helps designers uncover significant factors, such as user's preference …

How gamification motivates visits and engagement for online academic dissemination–An empirical study

MS Kuo, TY Chuang - Computers in Human Behavior, 2016 - Elsevier
Gamification, an emerging trend of using game mechanisms or elements in non-game
contexts for commercial or educational purposes, has been applied in advertisements …

Gamification in engineering education and professional training

AP Markopoulos, A Fragkou… - International …, 2015 - journals.sagepub.com
The incorporation of game mechanics and dynamics in non-gaming applications is a subject
of interest in various sectors such as education, marketing, medicine and military, in the last …

Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial

AJQ Tan, CCS Lee, PY Lin, S Cooper, LST Lau… - Nurse education …, 2017 - Elsevier
Background Preparing nursing students for the knowledge and skills required for the
administration and monitoring of blood components is crucial for entry into clinical practice …

How features and affordances of a metaverse portal engage users? Evidence from exergames

M Zuo, Y Shen - Internet Research, 2024 - emerald.com
Purpose Building on the “needs–affordances–features” framework, the authors explored
how users are motivated by their needs to actualize the feature-enabled affordances and …

A study of the effects of a natural virtual environment on creativity during a product design activity

S Fleury, P Blanchard, S Richir - Thinking Skills and Creativity, 2021 - Elsevier
Numerous studies have shown a beneficial effect of exposing people to natural landscapes
and plants on their well-being and attentional functioning. The aim of the present study was …

Map** learning and game mechanics for serious games analysis in engineering education

M Callaghan, M Savin-Baden… - … on Emerging Topics …, 2015 - ieeexplore.ieee.org
In a world where students are increasing digitally tethered to powerful, always on mobile
devices, new models of engagement and approaches to teaching and learning are required …