Special issue on Serious Games and Virtual Worlds

2009 ◽  
Vol 25 (12) ◽  
pp. 1053-1054 ◽  
Author(s):  
Fotis Liarokapis
2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2020 ◽  
Vol 7 (3) ◽  
pp. 1-2
Author(s):  
Alessandro De Gloria
Keyword(s):  

Introduction to Vol. 7 No. 3 of the International Journal of Serious Games, including the special issue dedicated to the best papers of GaLA Conf 2019, Athens


Author(s):  
C. Ribeiro ◽  
J. Pereira ◽  
C. Calado ◽  
C. Ferreira

Although the impact that Virtual Worlds and Serious Games can have on learning efficacy and efficiency has been recognized, there is still many open questions related to this issue. Specifically there aren’t guidelines or standards to help practitioners introduce this kind of technologies in a learning environment. In this chapter, the authors describe two experiments involving virtual worlds and serious games in a learning environment. These experiments allowed the authors to understand the real potential of this kind of technology, but also some of the difficulties one can come across. The authors hope that the experiments described in this chapter can serve as a basis for similar experiments done by other practitioners. Finally, some of the pitfalls that should be avoided are described as a set of lessons learnt at the end of the chapter.


2014 ◽  
Vol 5 (4) ◽  
pp. 295-296
Author(s):  
F. Bellotti ◽  
R. Berta ◽  
A. De Gloria
Keyword(s):  

Information ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 22 ◽  
Author(s):  
Marijana Ćosović ◽  
Belma Ramić Brkić

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.


2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Samuel Cruz-Lara ◽  
Alexandre Denis ◽  
Nadia Bellalem

Within a globalized world, the need for linguistic support is increasing every day. Linguistic information, and in particular multilingual textual information, plays a significant role for describing digital content: information describing pictures or video sequences, general information presented to the user graphically or via a text-to-speech processor, menus in interactive multimedia or TV, subtitles, dialogue prompts, or implicit data appearing on an image such as captions, or tags. It is obviously crucial to associate digital content to multilingual textual information in a non-intrusive way: the user must decide, whether or not, he wants to display the textual information related to the digital content he is dealing with in any particular language.In this paper we will present a general review on linguistic and multilingual issues related to virtual worlds and serious games. The expression “linguistic and multilingual issues” will consider not only any kind of linguistic support (such as syntactic and semantic analysis) based on textual information, but also any kind of multilingual and monolingual topics (such as localization or automatic translation), and their association to virtual worlds and serious games. We will focus on our ongoing research activities, particularly in the framework of sentiment analysis and emotion detection. Note that we will also dedicate special attention to standardization issues because they grant interoperability, stability, and durability.The review will essentially be based on our own experience but some interesting international research projects and applications will be also mentioned, in particular, research projects and applications related to sentiment analysis and emotion detection.


Author(s):  
Riccardo Berta ◽  
Pablo Moreno-Ger

There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conversation is no longer about whether it makes sense to use SGs in education, but how to exploit their potential to become a revolution is to become effective in the evaluation of the learning progress of the player. The aim of this special issue is to presents some recent in the field of assessment of learning.


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