Emotions in Serious Games: From Experience to Assessment
Leverage (statistics)
Appropriation
Serious game
Video game
DOI:
10.3991/ijet.v5s3.1496
Publication Date:
2010-11-24T10:53:01Z
AUTHORS (5)
ABSTRACT
Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for wide range of educational training applications. are computer or video games in which education is the primary goal, rather than entertainment. offer different benefits due integration simulation aspects, game aspects pedagogical elements at same time. Among assets provide learning, we will focus this paper on their ability leverage synergy between emotional appropriation processes. We first outline specific features opportunities offered by considering involvement emotions process. The following part be dedicated description methods analysis experience SG users. Finally, explore new promising research direction concerning use Affective Computing Games.
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