Metodologías para el Desarrollo de Videojuegos Serios: Una Revisión de Literatura

2019 ◽  
Vol 6 (1) ◽  
pp. 103-114
Author(s):  
Francisco A. Garita Hernández ◽  
Fulvio Lizano Madriz ◽  
Carmen Ma. Cordero Esquivel

Las metodologías para el desarrollo de videojuegos serios es un tema sumamente nuevo, como consecuencia de esto se ha dado pie a la improvisación y a una falta de estandarización a la hora en que estos son desarrollados, por esta razón se decidió elaborar una revisión de literatura de las metodologías para el desarrollo de videojuegos serios y así poder determinar su estado. Han sido pocas las publicaciones con respecto a este tópico, entre sus principales hallazgos se obtuvo información de cómo algunas compañías elaboran los videojuegos serios, entre las recomendaciones se mencionan los diseños centrados en el usuario, las metodologías ágiles, modelos holísticos, modelos basados en paradigmas y centrados en necesidades específicas. Este trabajo brinda la oportunidad de contar con una referencia cuando se pretenda desarrollar un videojuego serio y que así el equipo a cargo decida cual metodología de las ya encontradas se ajusta mejor a las necesidades. The methodologies for the development of serious videogames is a very new subject, as a result of this, improvisation and a lack of standardization have been given at the time these videogames are developed; for this reason, it was decided to elaborate a literature review of the methodologies for the development of serious video games and determine their status. There have been few publications regarding this topic; among their main findings there is information on how some companies develop serious video games; the recommendations mentioned include user-centered designs, agile methodologies, holistic models, models based on paradigms and focused on specific needs. This work provides the opportunity to have a reference to support serious videogames development, so the team in charge can decide which methodology of those found is best suited for their needs.

2021 ◽  
Vol 179 ◽  
pp. 211-221
Author(s):  
Charles Reynaldo ◽  
Ryan Christian ◽  
Hansel Hosea ◽  
Alexander A S Gunawan

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-32
Author(s):  
Diego Navarro ◽  
Veronica Sundstedt ◽  
Valeria Garro

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games.


2020 ◽  
Vol 1 (2) ◽  
pp. 60-72
Author(s):  
S Sudirman ◽  
Fiki Alghadari

Spatial ability is an important one of the abilities for completing many tasks in everyday life successfully. Spatial ability is considered a type of different ability to others. Therefore, there needs a study on how are the characteristics of spatial abilities and to develop in schools. This paper is to reveal the ways are developing spatial abilities in learning mathematics. Based on literature review from some research, at least that there are six ways to develop spatial abilities in learning mathematics, namely: (1) using spatial language in daily interactions; (2) teaching for sketching and drawing; (3) using a suitable game; (4) using a tangram; (5) using video games; and (6) origami and folding paper. Playing video games like Tetris are exercises for spatial relations, mental rotation, spatial orientation, and spatial visualization.


2021 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Muhammad Nasrullah ◽  
Nisa Dwi Angresti ◽  
Sayekti Harits Suryawan ◽  
Faizal Mahananto

Seiring perkembangan teknologi, virtual team dapat menjadi solusi untuk sebuah proyek software engineering, karena virtual team tidak terbatas oleh letak geografis dan waktu. Namun, untuk menentukan kebutuhan pengguna dari virtual team ini menemui beberapa kendala, karena para stakeholder yang tidak saling bertatap muka, sehingga sulit untuk saling mendapatkan feeling antara stakeholder. Salah satu teknik yang digunakan untuk penggalian kebutuhan pada virtual team ini adalah teknik kolaborasi. Kolaborasi dilakukan dengan memanfaatkan berbagai media/teknologi. Tujuan literature review ini adalah mengulas cara-cara penggalian kebutuhan pada virtual team dan mengulas tantangan apa saja yang dihadapi untuk penggalian kebutuhan pada virtual team. Metode yang digunakan dalam penulisan makalah adalah studi literatur dari berbagai sumber pustaka yang relevan. Hasil studi litetatur ini adalah sebuah pemaparan tentang cara penentuan kebutuhan terhadap virtual team dan tantangan yang dihadapi dalam penggalian kebutuhan pada virtual team. Penentuan kebutuhan pada virtual team dilakukan dengan cara pendekatan user-centered design dan wawancara online.


2022 ◽  
pp. 100479
Author(s):  
Sehrish Khan ◽  
Amir Zaib Abbasi ◽  
Syeda Farhana Kazmi ◽  
Ting Ding Hooi ◽  
Umair Rehman ◽  
...  

2017 ◽  
Author(s):  
Bruno Bonnechère ◽  
Mélissa Van Vooren ◽  
Bart Jansen ◽  
Jan S. Van Sint ◽  
Mohamed Rahmoun ◽  
...  

Author(s):  
Alain Lortet

Educational devices can include play-based elements, and even take the form of so-called serious video games combining educational and playful aspects. Educational engineering models, however, do not take into consideration the addition of play-based features in educational devices. As for engineering models targeting serious games, they are often designed for a specific genre. In this article, we propose the addition of gamification specifications to the ADDIE model for use in the development of serious games. The example used ultimately highlights the adaptability of the model created, which allows the modification of later versions of a serious game.Les dispositifs pédagogiques peuvent comporter des éléments ludiques et même prendre la forme de jeux vidéo dits sérieux qui combinent aspects pédagogique et ludique. Cependant, les modèles d’ingénierie pédagogique ne prennent pas en considération l’ajout de caractéristiques ludiques aux dispositifs pédagogiques. De leur côté, les modèles d’ingénierie ciblant les jeux sérieux sont souvent conçus pour un genre précis. Dans le présent article, nous proposons d’adjoindre un devis ludique au modèle ADDIE afin de l’utiliser pour l’ingénierie des jeux sérieux. Au final, l’exemple utilisé souligne l’adaptabilité du modèle créé qui permet la modification de versions ultérieures d’un même jeu sérieux.


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