By Olav Brenna Hansen, Adiljan Abdurihim, Simon McCallum (auth.), Minhua Ma, Manuel Fradinho Oliveira, Sobah Petersen, Jannicke Baalsrud Hauge (eds.)
This ebook constitutes the refereed court cases of the 4th overseas convention on severe video games improvement and functions, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 complete papers, nine brief papers/posters and a couple of invited keynotes) offered have been conscientiously reviewed and chosen from a number of submissions. The papers are prepared in topical sections on video games for health and wellbeing, video games for schooling and coaching, video games for different reasons, online game layout and theories, gaming interface, coverage matters.
Read or Download Serious Games Development and Applications: 4th International Conference, SGDA 2013, Trondheim, Norway, September 25-27, 2013. Proceedings PDF
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This e-book constitutes the refereed lawsuits of the 4th overseas convention on severe video games improvement and functions, SGDA 2013, held in Trondheim, Norway, in September 2013. The 32 papers (23 complete papers, nine brief papers/posters and a pair of invited keynotes) awarded have been conscientiously reviewed and chosen from quite a few submissions.
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Additional resources for Serious Games Development and Applications: 4th International Conference, SGDA 2013, Trondheim, Norway, September 25-27, 2013. Proceedings
Assessment used on serious games can be divided into three main types: completion assessment, in-process assessment and teacher evaluation. Completion assessment is evaluating whether the player has achieved the required objectives, by completing the entire game or any part of it. This shows that, at least, the player can perform certain actions that allow him/her to overcome the challenges. However, it has drawbacks, as players may beat the game using alternative paths, not having to use their knowledge on the subject.
Some examples are the Nintendo’s titles: Wii Fit, Wii Sports, and Big Brain Academy. These games are designed with a “typical user” in mind [19,20]. Even though, these games cannot fully fulﬁll the 22 S. McCallum and C. Boletsis Fig. 1. A brain training game about recognising cities, from SmartBrain Games perceptual and interaction needs of people suﬀering from dementia-related diseases, they are widely used amongst the elderly and cognitive impaired patients . In our literature review, we examined studies showing that physical games can positively aﬀect several health areas of the players.
By applying respectively the coefficient α, β, γ to each amount of errors, the clinician can modify the effect of each one. Moreover, the number of right-steps N in the scenario is also known. Secondly, the temporal measures are required, where t denotes the elapsed time between each try, and is a variable set. Consequently, the intermediary score S is defined as follow: S 1 (1) where, 1, and 0 1. Thereby, the product S of the persistence by the correctitude is evaluated at each is weighted by a function named try k.