Feedback on game performance can be provided in many ways (e.g., cumulative points on game achievements, points on selected aspects of game play, biofeedback, brief statements offered during gameplay on choices made, verbal feedback at end of gameplay on overall performance, etc.). Feedback could be used motivationally to maintain player interest and involvement, informationally to guide the player in more effective choices, to build player confidence, and for a variety of other purposes. Although diverse feedback types and purposes are possible, some are more likely to be useful and effective. We have contacted several accomplished game designers and game researchers to obtain their insights into issues in feedback in Games for Health Jour...
Balance training to improve postural control in elderly can contribute to the prevention of falls. V...
Efforts to maintain elders’ health and reduce their medical care costs are being made in response to...
Games are important vehicles for learning and behavior change as long as players are motivated to co...
Feedback on game performance can be provided in many ways (e.g., cumulative points on game achieveme...
This state of the art aims to look at factors that may influence feedback effectiveness in serious g...
Educational electronic games and simulations (or simply educational eGames) engage players. They are...
Video Games have become an integral part of many people’s lifestyles. They provide a means of inter...
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback mode...
AbstractGames are important vehicles for learning and behavior change as long as players are motivat...
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback mode...
The media often express concern on the consequences of playing so much video games which can affect ...
Background: Serious digital games can be effective at changing healthy lifestyles, but large differe...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Poor health behaviours established in adolescence can have lasting consequences in later life, such ...
Balance training to improve postural control in elderly can contribute to the prevention of falls. V...
Balance training to improve postural control in elderly can contribute to the prevention of falls. V...
Efforts to maintain elders’ health and reduce their medical care costs are being made in response to...
Games are important vehicles for learning and behavior change as long as players are motivated to co...
Feedback on game performance can be provided in many ways (e.g., cumulative points on game achieveme...
This state of the art aims to look at factors that may influence feedback effectiveness in serious g...
Educational electronic games and simulations (or simply educational eGames) engage players. They are...
Video Games have become an integral part of many people’s lifestyles. They provide a means of inter...
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback mode...
AbstractGames are important vehicles for learning and behavior change as long as players are motivat...
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback mode...
The media often express concern on the consequences of playing so much video games which can affect ...
Background: Serious digital games can be effective at changing healthy lifestyles, but large differe...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Poor health behaviours established in adolescence can have lasting consequences in later life, such ...
Balance training to improve postural control in elderly can contribute to the prevention of falls. V...
Balance training to improve postural control in elderly can contribute to the prevention of falls. V...
Efforts to maintain elders’ health and reduce their medical care costs are being made in response to...
Games are important vehicles for learning and behavior change as long as players are motivated to co...