- Educational Games and Gamification
- Technology Use by Older Adults
- Artificial Intelligence in Games
- EFL/ESL Teaching and Learning
- Augmented Reality Applications
- Second Language Learning and Teaching
- Digital Games and Media
Coventry University
2016-2018
The ability to engage and retain players is perceived as a major factor in the success of games. However, end-goal retention differs between entertainment serious contexts. For an game, engagement are linked monetization; for this needs persist long required learning or behavioral objectives be met. User strongest when balance achieved difficulty skill, leading state "flow." Hence, adapting could lead increased sustained engagement. Implementing requires identification variables mechanics,...
Down's syndrome (also known as trisomy 21) is a genetic disorder caused by the presence of third copy chromosome 21 in baby's cell. With education and proper care quality life these people can be improved, with right support have an active role community. In this paper we examine how virtual reality serious game, EnCity could engage encourage young to more involvement Players should complete mini games related everyday tasks (e.g. preparing meal, shopping supermarket, paying bill, buying...