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12th GALA 2023: Dublin, Ireland
- Pierpaolo Dondio, Mariana Rocha, Attracta Brennan, Avo Schönbohm, Francesca de Rosa, Antti Koskinen, Francesco Bellotti:
Games and Learning Alliance - 12th International Conference, GALA 2023, Dublin, Ireland, November 29 - December 1, 2023, Proceedings. Lecture Notes in Computer Science 14475, Springer 2024, ISBN 978-3-031-49064-4
Serious Games for Instruction
- Thomas Bjørner, Nick B. Blume, Nicolaj J. D. Frederiksen, Victor S. Hjort, Amalie F. H. Mørck, Martin Ø. Petersen:
An Engaging Serious Game that Strengthens High School Students' Understanding of the Periodic Table. 3-12 - Ying-Dong Liu, Bertrand Marne, Iza Marfisi-Schottman, Tiphaine Galpin, Aurore Caruso:
EscapeCell: Serious Game Integration to a University Biology Course on an E-Learning Platform. 13-22 - Peadar Callaghan, Mikhail Fiadotau:
Using Meaningful Choices and Uncertainty to Increase Player Agency in a Cybersecurity Seminar Game. 23-32 - Kevin Körner, Patrick Muczczek, Jana Knickrehm:
Yabusame!!! - Historical Japanese Cross Scroll Meets VR. 33-42 - Yimin Zhou, Merlijn Mac Gillavry, Pengzhi Yang, Zihao Xu, Baitian Zhang, Rafael Bidarra:
Astral Body: A Virtual Reality Game for Body Ownership Investigation. 43-55 - Rene Roepke, Johannes Ballmann:
Towards a Competitive Two-Player Anti-phishing Learning Game. 56-66 - Barrie D. Robison, Terence Soule:
The Design and Implementation of Biological Evolution as a Video Game Mechanic. 67-76 - Sinéad Impey, Declan O'Sullivan, Gaye Stephens:
The Nurse's Knowledge Bank: A Serious Knowledge Elicitation and Evaluation Game. 77-85 - Zhixin Li, Sharon Jessica:
eKinomy: Designing a Serious Game to Promote Economic Decision-Making Skills from Elementary Level. 86-96 - Steven Hawthorn, Rui Jesus, Maria Ana Baptista:
A Reusable Serious Game Model for Natural Hazard Risk Communication: Evaluation of a Tsunami-Focused Case Study. 97-106
Serious Games for Health, Wellbeing and Social Impact
- Kazuhisa Miwa:
Does Players' Prosocial Behavior in Computer Game Predict Their Well-Being in Real Life? 109-118 - Nádia Salgado Pereira, Paula Costa Ferreira, Sofia Mateus Francisco, Ana Margarida Veiga Simão:
Pro(f)Social: A Serious Game to Counter Cyberbullying. 119-128 - Vanissa Wanick, Cara Black, Craig W. Hutton, Mary Barker, Adam Watts:
Balancing Inequalities: A Board Game for Young People from Coastal Communities to Discuss Plausible Futures. 129-138 - Francesca de Rosa, Mark Escott, Douglas Havron, Desmar Walkes, Lauren Ancel Meyers:
The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision Making. 139-149 - Mirka Leino, Taina Jyräkoski, Tommi Lehtinen, Jussi-Pekka Aaltonen, Sandra Herrnegger, Johanna Virkki, Sari Merilampi:
JOYRIDE: Mobile Robot-Integrated Gamified Exercise Tour for Increasing Physical Activity Among Elderly People. 150-159 - Charlotta Elo, Tiina Ihalainen, Tanja Vihriälä, Johanna Virkki:
The Gamification Elements Speech-Language Pathologists Use to Motivate Children for Speech Therapy Training. 160-169 - Fahad Ahmed, Riccardo Berta, Francesco Bellotti, Federica Floris, Luca Lazzaroni, Giacinto Barresi, Jesús Requena-Carrión:
Application of a Serious Game for Emotion Elicitation Under Socio-Economic and Trust Based Decision-Making Scenarios for Autistic Adolescents. 170-180
User Experience, User Analysis and User Assessment in Serious Games
- Pierpaolo Dondio, André Almo, Maíra Amaral, Ephrem Tibebe, Mariana Rocha, Attracta Brennan:
Not (Only) a Matter of Position: Player Traits Which Influence the Experience with the Leaderboard in a Digital Maths Game. 183-193 - Fazilat Hojaji, Adam J. Toth, John M. Joyce, Mark John Campbell:
An AI Approach for Analyzing Driving Behaviour in Simulated Racing Using Telemetry Data. 194-203 - Rosa Lilia Segundo Díaz, Gustavo Rovelo, Miriam Bouzouita, Véronique Hoste, Karin Coninx:
The Influence of Personality Traits and Game Design Elements on Player Enjoyment: An Empirical Study on GWAPs for Linguistics. 204-213 - Gerda Huber, David Rückel:
UX and Serious Games - A Research Agenda. 214-222 - Pierpaolo Dondio:
Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning? 223-233 - Stefan Huber, Antero Lindstedt, Kristian Kiili, Manuel Ninaus:
Are Game Elements Fueling Learners' Motivation via Positive Affect? 234-243 - Michael D. Kickmeier-Rust, Corsin Niggli, Katharina Richter:
An Introduction to Game-Based Competence Assessment Based on Cognitive Diagnostic Models. 244-253 - Alessandro Pighetti, Luca Forneris, Francesco Bellotti, Alessio Capello, Marianna Cossu, Giuseppe Gioco, Riccardo Berta:
A Teacher-Configurable Scoring System for Serious Games. 254-263
Evaluating and Assessing Serious Games Elements
- Daniel Majonica, Nardie L. J. A. Fanchamps, Deniz Iren, Roland Klemke:
Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases. 267-276 - Santiago Góngora, Luis Chiruzzo, Gonzalo Méndez, Pablo Gervás:
Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-Playing Games. 277-288 - Hubert Cecotti, Louis van der Putten, Robin Coste, Michael James Callaghan:
Assessment of Input Modalities for Control and Accessibility in Fully Immersive Virtual Reality Educational Game. 289-298 - Daryn A. Dever, Megan Wiedbusch, Saerok Park, Andrea Llinas, James C. Lester, Roger Azevedo:
Assessing the Complexity of Gaming Mechanics During Science Learning. 299-308
Serious Games and Game Design
- David Baberowski, Thiemo Leonhardt, Nadine Bergner:
Inside the System - Designing VR Serious Games for Computer Science Education. 311-320 - Bérénice Lemoine, Pierre Laforcade:
Generator of Personalised Training Games Activities: A Conceptual Design Approach. 321-331 - Pelin Celik:
Haptic Recording Experience - The Iceberg Model as a Serious Game for Decision Making in Systemic Design Oriented Leadership (SDOL). 332-341 - Bérénice Lemoine, Pierre Laforcade:
Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach. 342-352 - Georgios Thoma, Korbinian Moeller, Manuel Ninaus, Julia Bahnmueller:
Collectible Content - Towards a Modular Ecosystem of Intrinsically Integrated Gameplay: The Case of Fractions. 353-362 - Michael Riesner:
A Comprehensive Classification of the Elements in Video Games - Explorative, Ludic, Narrative, Sociable. 363-372 - S. M. Musfequr Rahman, Asif Shaikh, Henna Mattila, Tarmo Lipping, Sari Merilampi, Pasi Raumonen, Johanna Virkki:
A Hat-Integrated HCI System for Serious Games-Proof-of-Concept Applications in Focus Detection and Game Controlling. 373-382
Posters
- André Almo, Mariana Rocha, Attracta Brennan, Pierpaolo Dondio:
A Game Design-Centric Taxonomy for Feedback Features in Digital Serious Games. 385-389 - Sari Merilampi, Taina Jyräkoski, Anja Poberznik, Nina Karttunen, Toni Seessalo, Johanna Virkki, Tarmo Lipping:
Gamified Wearable EEG Technology to Support Controlling of Cognitive Load After Brain Injury. 390-395 - Avo Schönbohm, Jan-Henrik Walter:
Future Blocks: Sci-Fi Storytelling as a Serious Game for Leadership Development. 396-401 - Tobias Grubenmann, Francesco Shankar:
Astera, an Educational Game About the Evolution of Galaxies. 402-407 - Stefan Bodenschatz, Tilo Mentler, Christof Rezk-Salama:
A Security-Focused Architecture for Gameplay Telemetry in Serious Games. 408-413 - Antti Koivisto, Sari Merilampi, Darija Markovic, Johanna Virkki, Mirka Leino:
Game-Based Teaching Scenarios in Upper Secondary Mathematics Teaching - European User Experiences. 414-419 - George Liapis, Katerina Zacharia, Kejsi Rrasa, Ioannis P. Vlahavas:
Serious Escape Room Game for Personality Assessment. 420-425 - Elena Shliakhovchuk, Miguel Chover Sellés:
Appling a Solution-Focused Approach (SFA) to Overcoming Barriers in Integrating Video Games into the Classroom. 426-431 - Mariana Rocha, Paul Doyle:
BlendMaster: A Collaborative Board Game for Training Teachers in Blended Learning. 432-437 - Sören Aguirre Reid, Richard Lackes, Markus Siepermann, Georg Vetter, Wladimir Wenner:
Oral Examinations Simulator - An Intelligent Tutoring Tool to Reduce Oral Exam Anxiety. 438-443 - Mamoudou Ndiaye, Fabrice Pirolli, Raphaëlle Crétin-Pirolli:
The Digital Serious Games, a Specific Educational Resource: Analysing Teachers and Educational Engineer's Information Seeking Behaviour Using the Concept of Information Horizons. 444-450 - Erik McGuire, Noriko Tomuro:
What Can You Do with a Sword? Gender Biases in Text Game Affordances. 451-456 - Pheobe Wenyi Sun, Flavia H. Santos, Andrew Hines:
Browser-Based Game Design for Cognitive Effort Aware Quality of Experience Evaluation. 457-463 - Francesco Floris, Valeria Fradiante, Marina Marchisio, Sergio Rabellino:
Design Gamification Strategies in a Digital Learning Environment: The Impact on Students. 464-469
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