Objective: Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and assure the completion of the treatment program. Since the publication of our first taxonomy of Serious Games for Health Rehabilitation (SGHR), many studies have been published with game prototypes in this area. Based on literature review, our goal is to propose an updated taxonomy taking into account the works, updates, and innovations in game criteria that have been researched since our first publication in 2010. In addition, we aim to pres...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious games is a field of research that has evolved substantially with valuable contributions to m...
BackgroundSerious games have been used as supportive therapy for traditional rehabilitation. However...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
International audienceThe progress in information and communication technology (ICT) led to the deve...
International audienceThe progress in information and communication technology (ICT) led to the deve...
Part 6: Serious Games (Health and Social)International audienceIn this paper, we present a new model...
Marketing text: This innovative book explores how games can be serious, even though most people gene...
A serious game is a type of game that is designed for a primary purpose other than entertainment. In...
The development of serious games, requires the participation and collaboration of several discipline...
In recent years Serious Games have evolved substantially, solving problems in diverse areas. In part...
Abstract. Serious games for dementia (SG4D) hold their own, unique and significant space within the ...
In recent years Serious Games have evolved substantially, solving problems in diverse areas. In part...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious games is a field of research that has evolved substantially with valuable contributions to m...
BackgroundSerious games have been used as supportive therapy for traditional rehabilitation. However...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
International audienceThe progress in information and communication technology (ICT) led to the deve...
International audienceThe progress in information and communication technology (ICT) led to the deve...
Part 6: Serious Games (Health and Social)International audienceIn this paper, we present a new model...
Marketing text: This innovative book explores how games can be serious, even though most people gene...
A serious game is a type of game that is designed for a primary purpose other than entertainment. In...
The development of serious games, requires the participation and collaboration of several discipline...
In recent years Serious Games have evolved substantially, solving problems in diverse areas. In part...
Abstract. Serious games for dementia (SG4D) hold their own, unique and significant space within the ...
In recent years Serious Games have evolved substantially, solving problems in diverse areas. In part...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Research trends in gamification have shown a significant diversity in various areas of e-health, par...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...