Serious gaming is one of the newest developments in the world of learning and is recently gaining increasing attention and interest in the business environment. Many people claim that serious gaming has more influence on the behaviour of trainees than a normal presentation, but very little evidence is available in literature. Therefore in this paper the following research question will be answered: “Is people’s demonstrated behaviour after playing a serious game, which is highlighting the need for a specific set of behaviours, different from their demonstrated behaviour after attending a presentation with the same content, and why?” To answer this research question, an experiment lasting four months was conducted within a consulting company...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Computer games are well established forms of entertainment which have been shown to promote t...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
Serious gaming is one of the newest developments in the world of learning and is gaining increasing ...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
This study tested the hypothesis that video game attributes (e.g., points, competition, pedagogical ...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Purpose - Serious games are playing an increasingly significant role across a range of educational c...
In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to id...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Computer games are well established forms of entertainment which have been shown to promote t...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
Serious gaming is one of the newest developments in the world of learning and is recently gaining in...
Serious gaming is one of the newest developments in the world of learning and is gaining increasing ...
Although serious games are more and more used for learning goals, high-quality empirical studies to ...
This paper aims to improve the design methods for serious games (games for learning) by identifying ...
This study tested the hypothesis that video game attributes (e.g., points, competition, pedagogical ...
This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high schoo...
Serious games are designed to educate, train, or persuade their players on specific topics and issue...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Serious games are generally considered to induce positive effects in the areas of learning motivatio...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and ...
Purpose - Serious games are playing an increasingly significant role across a range of educational c...
In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to id...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Computer games are well established forms of entertainment which have been shown to promote t...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...