Frontiers of Immersive Gaming Technology: A Survey of Novel Game Interaction Design and Serious Games for Cognition

Author(s):  
Samantha N. Stahlke ◽  
Josh D. Bellyk ◽  
Owen R. Meier ◽  
Pejman Mirza-Babaei ◽  
Bill Kapralos
Author(s):  
Theresa M. Vitolo

Serious games are technology with unrealized potential as an innovation for reasoning about complex systems. The technology is enticing to technologically-savvy individuals, but the acceptance of serious games into mainstream processes requires addressing several systemic issues spanning social, economic, behavioral, and technological aspects. First, deployment of gaming technology 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 application 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 that faced similar hurdles are compared to the current state of serious games, offering a perspective on the hurdle’s resolution. In the future, the hurdles can be minimized as curricula are developed with the solutions to the issues incorporated in the content.


Author(s):  
Kung Wong Lau ◽  
Pui Yuen Lee

Purpose The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices. Design/methodology/approach A quantitative survey with a 20-item questionnaire and a serious game have been used for collecting 57 DN’s opinions on the five significant features, and they are visualization, enjoyment, interactivity, immersion and communication. Findings The results found a significant gap between DN’s expectation and perception. Originality/value Researcher suggests that employers should consider the application of a friendly interaction design and cognitive control system in creating serious games for training design.


2021 ◽  
pp. 3-19
Author(s):  
Patrick Jost ◽  
Monica Divitini

AbstractWith advancing digitalisation and the associated ubiquitous data processing, people face frequent privacy decisions. As personal data is often collected and processed in non-transparent ways, decision-making is tedious and regularly results in unthoughtful choices that resign privacy to comfort. Serious Games (SG) could be instrumentalised to raise awareness about privacy concerns and investigate how better privacy decisions can be encouraged. However, creating a SG that can research and promote better privacy choices while providing exciting gameplay requires carefully balanced game design. In this study, we interviewed 20 international experts in privacy, psychology, education, game studies, and interaction design to elicit design suggestions for analytic Serious Games that can be applied to research and improve privacy decision-making. With a mixed-method approach, we conducted a qualitative affordance analysis and quantified the findings to determine each expert groups’ perceptions of how to investigate and educate privacy decision-making with games while keeping an engaging experience for players. The findings suggest that privacy decision-making is best analysed by storytelling that extends to a real-world context and engages the player with curiosity. Decision-making investigation is suggested to either apply unobtrusive in-game monitoring with story-aligned character interrogation, switching to a meta-context or include personal data and devices from daily routines. Conclusively, design implications for analytic SG targeting privacy are synthesised from the experts’ suggestions.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2010 ◽  
Author(s):  
Sandro Scielzo ◽  
Fleet Davis ◽  
Jennifer M. Riley ◽  
John Hyatt ◽  
Donald Lampton ◽  
...  

2015 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
JianHua Yang ◽  
Zhao Kun ◽  
Min Yin

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