Thursday 2 April 2020

my sources info progression

What is Serious Games
Definition: A serious Game is a game designed for more than the purpose of entertainment. It is also used for purposes such as for industries like  defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics




  • Authors: Galya Georgieva-Tsaneva

  • Year: 4/2019

  • Subjects: Education, ICT Information and Communications Technologies

  • Title :"Serious Games and Innovative Technologies in Medical Education in Bulgaria"

  • Level of Thesis: TEM Journal

  • University:Institute of Robotics – Bulgarian Academy of Science, G. Bonchev Str.

  • City: Sofia Bulgaria

  • Location: Serbia

  • Primary source: 
  • Research Questions/ things addressed: 1. Introduction, 2. Definition of Serious Game, 3. Creation and Development of Video Games, 4. Тhe Concepts of Serious Educational Games, 5. Serious Games for Medical Education, 6. Investigation of the Innovative Technologies in Medical Education in Bulgaria, 7. Results. Creating a Medical Educational Game and Studying the Students' Opinion about the Serious Games in Medical Education in Bulgaria, 8. Conclusion

  • Conclusions: In this paper, serious educational games are shown. Nowadays, the SEG are entering the education system and should be properly integrated into the learning process. Definitions, concepts, and use of SEG in the education process are presented.The conducted survey shows a significant interest of the respondents (94.9%) towards the introduction of serious educational games in the training. 

  • Limitations/ Gaps and weaknesses: Was only done in one country and was only from year one to year four

  • Strengths: could make it a piece of significance as there is possibly not as many items available on this topic.

  • Significance: The Significance of this paper is that it Shows/ addresses the problems teachers have in educating students in the technological society of today's world.

  • References References [1]. Esposito, N. (2005). A short and simple definition of what a videogame is. In Proceedings of DiGRA (Digital Games Research Association) conference: Changing views – Worldsin play(Vancouver, British Columbia, Canada, 16–20 June 2005) DiGRA’05, University of Vancouver, BC. [2]. Ritterfeld, U., Cody, M., Vorderer, P. (2009). Serious Games: Mechanisms and Effects. Routledge, London. [3]. Zyda, M. (2005).From visual simulation to virtual reality to games. Computer, sept 2005, IEEE Computer Society, 25-32. [4]. Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., ... & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate medical journal, 90(1070), 685-693. [5]. Oblinger, D., Oblinger, J. L., & Lippincott, J. K. (2005). Educating the net generation. Boulder, Colo.: EDUCAUSE, c2005. 1 v.(various pagings): illustrations[6]. Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6. [7]. Boctor, L. (2013). Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study. Nurse education in practice, 13(2), 96- 100. [8]. Kron, F. W., Gjerde, C. L., Sen, A., & Fetters, M. D. (2010). Medical student attitudes toward video games and related new media technologies in medical education. BMC medical education, 10(1), 50. [9]. Cowan, B., Sabri, H., Kapralos, B., Porte, M., Backstein, D., Cristancho, S., & Dubrowski, A. (2010). A serious game for total knee arthroplasty procedure, education and training. Journal of CyberTherapy & Rehabilitation (JCR), 3(3), 285-298. [10]. Bergeron, B. P. (2008). Learning & retention in adaptive serious games. Studies in health technology and informatics, 132, 26-30. [11]. Dunne, J. R., & McDonald, C. L. (2010). Pulse!!: a model for research and development of virtual-reality learning in military medical education and training. Military medicine, 175(suppl_7), 25-27. [12]. Chen, A. M., Kiersma, M. E., Yehle, K. S., & Plake, K. S. (2015). Impact of an aging simulation game on pharmacy students’ empathy for older adults. American journal of pharmaceutical education, 79(5), 65. [13]. Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PloS one, 8(12), e82328. [14]. van de Pol, M. H., Lagro, J., Fluit, L. R., Lagro‐Janssen, T. L., & Olde Rikkert, M. G. (2014). Teaching Geriatrics Using an Innovative, Individual‐Centered Educational Game: Students and Educators Win. A Proof‐of‐Concept Study. Journal of the American Geriatrics Society, 62(10), 1943-1949. [15]. Dankbaar, M. E., Alsma, J., Jansen, E. E., van Merrienboer, J. J., van Saase, J. L., & Schuit, S. C. (2016). An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Advances in Health Sciences Education, 21(3), 505-521. [16]. Evans, K. H., Daines, W., Tsui, J., Strehlow, M., Maggio, P., & Shieh, L. (2015). Septris: a novel, mobile, online, simulation game that improves sepsis recognition and management. Academic Medicine, 90(2), 180. [17]. Kanthan, R., & Senger, J. L. (2011). The impact of specially designed digital games-based learning in undergraduate pathology and medical education. Archives of pathology & laboratory medicine, 135(1), 135-142. [18]. Serbezova I.(2018). Optimize training in health care through video methods, Mediatech-Pleven (in Bulgarian). [19]. Serbezova I. (2013). Video films in the training of medical and healthcare professionals. Ruse University "Angel Kanchev" (in Bulgarian).
  • Page Range: 1398-1403
  • Language: English
  • Page Count: 6
    • Issue No: 4


Summary/Abstract: This paper presents the challenges faced by teachers in the process of training the students in today's innovative, technological society. Definition, overview, and concepts of serious educational games are shown. A study has been made on the introduction of modern technologies through video materials, presentations, serious games in Bulgarian.A created educational game designed for medical education is presented. The game aims to verify and enhance the knowledge and skills of the students in injecting technique. The article presents the results of a survey conducted for the use of serious games in Bulgaria.
Keywords: serious educational games; medical education; concepts of serious games;video materials;



  • Authors: Wim Westera

  • Year: Published: 14/01/2019

  • Subjects: 

  • Title: "Why and How Serious Games can Become Far More Effective: Accommodating  Productive learning Experiences, Learner Motivation and the monitoring of learning Gains"

  • Level of Thesis

  • University: Open University of the Netherlands
  • City: ,Valkenburgerweg 177, 6419 AT Heerlen, The Netherlands

  • Primary source

  • Research Questions: 
  • The aim of this paper was to improve the design methods for serious games by in identifying and highlighting common misconceptions and providing a timeline in order to avoid them. These included 
    • The presumed conflict between learning and play 
    • Learning from experience as the basis of game based learning
    • Issues with experience based learning
    • Neglecting the ineffectiveness of minimal guidance approaches
    • Issues with motivation (Determinants of motivation, Style elements, Gameplay Scenarios, Reward Systems, Extrinsive causes for intrinsic motivation
    • Issues with progress monitoring (Assessment as by product,  complexity of covert, dynamic assessment, Performance over learning process.

  • Conclusions: 
    From my reading of these two pieces i feel more informed on my theme topic of "serious games" both from the aspect of what is lacing from the serious game industry to the interest in implementing serious games into a type of training from the percentage taken from the page on the study made in Bulgaria.



  • Their conclusion: Conclusion Research in instructional sciences has produced a huge body of evidence over the past 50 years. In serious game design, however, many established insights in teaching and learning seem to be neglected. This neglect may be partially explained by the ambition to contrast serious games with existing teaching approaches, by emphasizing their fun properties and excluding manifest references to school and classroom practices. Also, the high visual, acoustic and narrative qualities of entertainment games inevitably frame the expectations that learners and teachers may have and thereby urge serious game designers to focus on the gaming part at the expense of the teaching part. Still, the ambition to make learning more attractive and joyful should never go at the expense of learning effectiveness. Although many serious game designers would concur with the paramount importance of pedagogy, they are readily in default when it comes to activity, either by misconceptions or ignorance. This paper has identified a variety of weaknesses in serious game design, which needs further attention from the field. Main conclusion is that serious games can become more effective if the considerations about experience-based learning, motivation and assessment, respectively, would be taken into account. Based on our analysis we present the following guidelines. With regard to experience-based learning, serious game design should:  explicitly base its design on advances and evidence in learning sciences research  include instructions and explanations about conceptual background principles and theories, even if when these would require the interruption of play  include adaptive scaffolding mechanisms and other forms of instructional guidance and learner support in the design.  provide feedback on learning rather than feedback on performance  include opportunities for reflection and metacognitive activity, even if when these would require the interruption of play. With regard to motivation serious game design should:  avoid distracting presentation style elements because of the unwanted extraneous cognitive load they induce  start with an assessment analysis that identifies relevant tasks and content to be covered by the game, and base the gameplay scenarios on the assessment analysis  offer gameplay scenarios that allow for sufficient freedom of movement and player responsibilities to enhance the player´s sense of autonomy  offer gameplay scenarios that pose cautiously balanced and just doable challenges for enhancing the player's sense of competence  avoid external pressure, surveillance or time locks as to preserve the player's sense of relatedness. With regard to scoring and assessment serious game design should:  include affordance-oriented incentives that directly support and enhance gameplay rather than outputoriented rewards  use dynamic in-game scores that provide a reliable monitor of learning progress  benefit from stealth assessment based on evidence-centred design, or similar, which allows for monitoring learning progress  promote a learning attitude, which allows for failure, retrials, reflection and well-considered strategy development without time constraints or penalty scores. For practical reasons this paper only looked into potential issues in instructional support, motivation and the assessment of learning progress, respectively. Still, various other aspects of serious games pedagogy deserve similar analysis, for instance the transfer of the knowledge learned in games to a variety of different operational contexts, the role of reflection, self-regulation and other metacognitive capabilities in games, the design of scaffolding, feedback mechanisms, and personalisation, the role of affective and emotional elements for learning, and the integration of serious games in the wider curriculum context. On all these topics a vast body of research evidence is available, which only sparsely permeated the domain of serious game design. By putting more efforts in their pedagogical dimensions, serious games can become far more effective.
  • Limitations/ Gaps and weaknesses

  • Strengths: What I found most interesting about this piece was its conclusion as it highlighted how the learning and aspects in a serious game seem to be neglected in favor of the gaming part in ways such as the quality of acoustics and narrative._ this to me makes this source quite unique in this part as this issue is not as commonly addressed.

  • Significance: Highlights aspects of Serious Games being neglected. such as acoustic and narrative quality etc.
Gale Document Number: GALE|A584496379

Acknowledgement: This research was partially funded by the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187, the RAGE project (www.rageproject.eu).

Westera, Wim. "Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains." Educational Technology & Society, vol. 22, no. 1, 2019, p. 59+. Gale Academic OneFile, Accessed 1 Apr. 2020.- Source citation

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  • Authors: Michael, David R, and Chen, Sandra L, 

  • Year: 2005


  • Title : Serious Games: Games That Educate, Train and Inform

  • Level of Thesis




  • Research Questions: this source in particular Covered techniques to make entertainment-oriented games richer and provide a deeper experience to the user/player

  • Conclusions:I didn't find much here relating to serious games but it was an interesting read nonetheless.

  • Limitations/ Gaps and weaknesses:  overall I didn't find too much to read on this source, however I did find it interesting hearing from a independent software developer over 10 years in the field.

  • Strengths: was written by a successful software developer with 10 years industry experience. I also like that it has more than one persons aspect from the industry as there is another author Sande  Chen has been active in the gaming industry for over five years and was even a speaker at the 2005 game developers conference. This makes the source less biased as it is not just one persons aspect. 

  • Significance: It helped in gaining insight in from two people with over 5 years experience in the gaming industry

  • References
@book{10.5555/1051239, author = {Michael, David R. and Chen, Sandra L.}, title = {Serious Games: Games That Educate, Train, and Inform}, year = {2005}, isbn = {1592006221}, publisher = {Muska & Lipman/Premier-Trade} }

Source 4:Serious Games: An Overview by Susi, Tajra and Johannesson, Mikaek and Backlund, perhttp://www.diva-portal.org/smash/get/diva2:2416/FULLTEXT01.pdf 
  • Authors: Tarja Susi (tarja.susi@his.se) Mikael Johannesson (mikael.johannesson@his.se) Per Backlund (per.backlund@his.se) 
  • Year: 2007 

  • Subjects:  Serious Games and Related Concepts, 

  • Title  Serious Games: An Overview by Susi Tajra and Johannesson, Mikaek and Backlund, per

  • Level of Thesis

  • Place, publisher, year, edition, pages
    Skövde: Institutionen för kommunikation och information , 2007. , p. 28


  • Conclusions: The source piece discusses that not only that serious games are and how it may benefit a player in ways such as allowing players to experience certain situations in a more safe and risk free way as well as saving the player/ training any other ways in both timing and cost effectiveness.

  • Limitations/ Gaps and weaknesses : Overall this was one of my favorite reads from my sources however, it was quite difficult to find an overall conclusion for this piece, however with the amount of info provided in the reading it was easy to determine that this piece was highlight the benefits and opportunities we have for the use of these types of games in our technological society now.

  • Strengths: Gives great examples of areas of industry these games can be used in, as well as marking out benefits for using both serious games and games overall, from training to stress relief. One of its greatest strengths is that it highlights the names of specific games theat would benefit their fields which can be seen below
Americas Army (http://www.americasarmy.com/); First person shooter game which promotes the US Army. Also used as an instrument for recruiting soldiers. The Triple A Game Show (http://scil.stanford.edu/news/game4-06.htm); A game about ecosystems which uses a learning-by-teaching strategy to enhance learning. Brain age (http://www.brainage.com); A Nintendo DS game with various games and exercises in drawing, speed counting and drawing. Bridge Builder (http://www.bridgebuilder-game.com/); A game for building bridges by which the user learns about construction and engineering. The Business Game (http://pixelearning.com); A game-based learning product teaching business dynamics and introducing enterprise to young adults and teens. A Force More Powerful (www.afmpgame.com); A simulation game that teaches the strategy of nonviolent conflict. Food Force (http://www.food-force.com/); A game for learning how to deliver food aid to areas in crisis and how to help people rebuild their lives after a disaster. Sponsored by UN World food programme. Futurelab – Racing Academy (http://lateralvisions.co.uk); A teaching game about physics and mechanical engineering in a virtual community. The Intel IT Manager Game: The simulation of an IT department (http://itmg2.intel.com/eng/); An advergame where the player manages an Information Technology (IT) department. NanoMission (http://www.nanomission.org/); An educational serious game that aims to teach players about the concepts of nanoscience through real world practical applications. Navy Training Exercise (http://nte.navy.com); A recruiting game for the US Navy. The Utrecht Blob ((http://www.utrecht.nl/smartsite.dws?id=144537); A game about the city of Utrecht. The user learns to find the way through Utrecht and paint buildings. 3rd World Farmer (http://www.heavygames.com/3rdworldfarmer); A game teaching the player about the economics of farming

  • Significance: I find this piece to be quite significant when I was searching for topics on serious game as it addresses the issue of how these type of games have not been unlisted to their full potential and even highlights the many areas this could benefit these include  Military Games,Application areas such as the medical field , Corporate Games and even goes into the advantages of these games in the medical field.  This source also gives some great advantages for both Serious games and games overall including the benefit of learning analytical and spatial skills, as well as be a great way to remove a persons frustration through the use of violent video games as a persons output for these frustrations.

  • Location and school: School of Humanities and Informatics University of Skövde, Sweden

  • References
Cite:@techreport{Susi2416,
   author = {Susi, Tarja and Johannesson, Mikael and Backlund, Per},
   institution = {University of Skövde, School of Humanities and Informatics},
   pages = {28},
   publisher = {Institutionen för kommunikation och information},
   title = {Serious Games : An Overview},
   series = {IKI Technical Reports},
   number = {HS-IKI-TR-07-001},
   abstract = {This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme. },
   year = {2007}
}

References Backlund, P., Engström, H., & Johannesson, M. (2006) Computer Gaming and Driving Education. Proceedings of the workshop Pedagogical Design of Educational Games affiliated to the 14th International Conference on Computers in Education (ICCE 2006). Beijing, China, December 1. Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E. & Rossi, N. (2004) Aggressive and non-violent videogames: Short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20(4), 203–208. Corti, K. (2006) Games-based Learning; a serious business application. PIXELearning Limited. [www.pixelearning.com/docs/games_basedlearning_pixelearning.pdf] Coyne, R. (2003) Mindless repetition: Learning from computer games. Design Studies, 24(3), 199–212. Cromley, J. (2006) Control a car with your thoughts – it’s therapeutic. Los Angeles Times, May 15, 2006. [www.latimes.com/technology/consumer/gamers/la-he-game15may15,1,1867483.story? coll=la-business-games] De Lisi, R. & Wolford, J.L. (2002) Improving children’s mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 172–182. DeMaria, R. (2006) Games for health 2006: Dance dance…revolution in fitness! [http://seriousgamessource.com/features/feature_051906.php] [20070120] Dictionary.laborlawtalk.com. http://dictionary.laborlawtalk.com/Serious_game) [2006-10-18] Digitaldivide.net [http://digitaldivide.net/articles/view.php?ArticleID=484] [2006-11-13] Dobson, J. (2006) Archimage on helping stem diabetes with nanoswarm. [seriousgamessource.com/features/feature_081006_nanoswarm.php] Durkin, K. & Barber, B. (2002) Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373–392. van Eck, R. (2006) Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSEreview, march/april, 16-30. ELSPA (2006) Unlimited learning: Computer and video games in the learning landscape. Entertainment and Leisure Software Publishers Association, ELSPA. [www.elspa.com/assets/files/u/unlimitedlearningtheroleofcomputerandvideogamesint_3 44.pdf] En.wikipedia [http://en.wikipedia.org/wiki/Serious_games] [2006-10-06] Enochsson, L., Isaksson, B., Tour, R., Kjellin, A., Hedman, L., Wredmark, T. & TsaiFellander, L. (2004) Visuospatial skills and computer game experience influence the performance of virtual endoscopy. Journal of Gastrointestinal Surgery, 8(7), 874–880. Gee, P.J. (2004) Situated language and learning: A critique of traditional schooling. New York: Routledge. Gee, P.J. (unpublished manuscript) Why are video games good for learning? [www.academiccolab.org/initiatives/papers.html] Grossman, L. (2005) The army’s killer app. Time 165, 9, 43–44. [www.time.com/time/magazine/article/0,9171,1029872,00.html] Gudmundsen, J. (2006) Movement aims to get serious about games. USA Today, 5/19/2006 [www.usatoday.com/tech/gaming/2006-05-19-serious-games_x.htm] Guy, B., Bidwell, N. J. & Musumeci, P. (2005) Gameplan: Serious gaming for place making. IE2005: Proceedings of the Second Australasian Conference on Interactive Entertainment. Sydney, Australia: Creativity & Cognition Studios Press, 252. Hodson, P., Connolly, M. & Saunders, D. (2001) Can computer-bases learning support adult learners? Journal of Further and Higher Education, 25(3), 325-335. Hong, J.-C. & Liu, M.-C. (2003) A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19(2), 245–258. Johnson, S. (2005) Everything bad is good for you: How today’s popular culture is actually making us smarter. Riverhead Hardcover. Kiili, K. (2005) Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 12-24. Kirriemuir, J. & McFarlane, A. (2004) Literature review in games and learning. Futurelab. [www.futurelab.org.uk/research/lit_reviews.htm] Lewis, M.J., Davies, R., Jenkins, D. & Tait, M.I. (2005) A review of evaluative studies of computer-based learning in nursing education. Nurse Education Today, 25(8), 586-597. Lostgarden.com [http://lostgarden.com/2005/05/serious-games-broader-definition.html] [2006-11-13] Michael, D. & Chen, S. (2006) Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology. Minkhollow [http://minkhollow.ca/KB/PF/index.html#defn] [2006-10-18] Mitchell, A. & Savill-Smith, C. (2004) The use of computer and video games for learning: A review of the literature. Learning and Skills Development Agency. [www.LSDA.org.uk] Navarro, J. I., Marchena, E., Alcalde, C., Ruiz, G., Llorens, I. & Aguilar, M. (2003) Improving attention behaviour in primary and secondary school children with a computer assisted instruction procedure. International Journal of Psychology 38(6), 359–365. Nyteknik [http://nyteknik.se/art/43550] (in Swedish) [2006-10-18] Prensky, M. (2006) Don’t bother me mom, I’m learning! Paragon House Publishers. [www.marcprensky.com/writing/Prensky%20-%20Ch1-Digital%20GameBased%20Learning.pdf] Prensky, M. (2001b) Digital Natives, digital immigrants. [www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20 Digital% 20Immigrants%20-%20Part1.pdf] Radford, A. (2000) Games and learning about form in architecture. Automation in Construction, 9(4), 379–385. Rieber, L.P. (1996) Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43–58. Robel, M. K. (2004) The difference between military & civilian wargames. Dirty Little Secrets. [www.strategypage.com/dls/articles/2004618.asp 2006-11-21] Rogoff, B. (2003) The cultural nature of human development. Oxford: Oxford University Press. Sandford, R., Ulicsak, M., Facer, K. & Rudd, T. (2006) Teaching with games: Using commercial off-the-shelf computer games in formal education. Futurelab. [www.futurelab.org.uk/research/teachingwithgames/findings.htm] Sgschallenge.ist.ucf.edu [http://sgschallenge.ist.ucf.edu/index.aspx] [2006-11-12] Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D. & White, B.E. (1993) The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1), 19-24. Smith, M.K. (1999) Learning theory. The encyclopedia of informal education. [www.infed.org/biblio/b-learn.htm] Stoll, C. (1999) High-tech heretic: Reflections of a computer contrarian. New York: First Anchor Books. Spel.bth [http://spel.bth.se/index.php/Serious_Games_Workshop] (in Swedish) [2006-11-12]Squire, K. (2002) Cultural framing of computer/video games. The International Journal of Computer Game Research, 2(1). Squire, K. & Jenkins, H. (2003) Harnessing the power of games in education. Insight, 3(1), 5- 33 Squire, K., & Steinkuehler, C. (2005) Meet the gamers. Library Journal, 130(7), 38–42. Squire, K., Giovanetto, L. & Devane, B. (2005) From users to designers: Building a selforganizing game-based learning environment. TechTrends: Linking Research & Practice to Improve Learning, 49(5), 33-44. Svt.se. [http://svt.se/svt/jsp/Crosslink.jsp?d=24514&a=503499&lid=puff_503516&lpos =lasMer] (in Swedish) [2006-11-12] Totty, M., (2005) Better training through gaming. Wall Street Journal - Eastern Edition, 245(80), R6-0. Twitchspeed [www.twitchspeed.com] [2006-12-13] Usatoday [http://usatoday.com/tech/gaming/2006-05-19-serious-games_x.htm] [2006-11-13] Watters, C., Oore, S., Shepherd, M., Abouzied, A., Cox, A., Kellar, M., Kharrazi, H., Liu, F. & Otley, A. (2006) Extending the use of games in health Care. HICSS39. Hawaii, January 3-9. Wittgenstein, L. (1953) Philosophical Investigations. Macmillan, NY. Zyda, M. (2005) From visual simulation to virtual reality to games. Computer, 38(9), 25-32.
  • Authors: JOHANNES BREUER AND GARY BENTE 
  • Year: 2010
  • Subjects: The benefits of serious games in education
  • Title : Why So Serious, on the relation of serious games and learning
  • Level of Thesis
  • Conclusions: This source concluded many benefits for serious games in and eductional standpoint, as it highlights the many benefits and skills that can be learned through this was of teaching.
  • Limitations/ Gaps and weaknesses
Johannes Breuer, Gary Bente. Why so serious? On the relation of serious games and learning. Journal for Computer Game Culture, 2010, 4 (1), pp.7-24. ffhal-00692052f
  • Strengths: I found this interesting to read as it focused on things such as comparing other similar educational concepts such as elearning and education from an entertainment standpoint. To me this is what was appealing about this game as it focused on mainly the benefits of serious games from a educational standpoint.

  • Significance: This source is significant in a way that it focuses on one field in which serious games would be benefited instead of focusing a small section on this field before moving to other fields such as military. This makes the piece on that field more informtive.

  • References: C. C. Abt, Serious Games1975.
    J. Alvarez and L. MichaudSerious games. Advergaming, edugaming, training and more2008.
    URL : https://hal.archives-ouvertes.fr/tel-01240683
    T. H. ApperleyGenre and game studies: Toward a critical approach to video game genresSimulation & Gaming, vol.37, issue.1, pp.6-232006.
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    A. BanduraSelf-efficacy: Toward a unifying theory of behavioral change.Psychological Review, vol.84, issue.2, pp.191-2151977.
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    G. BatesonMetalogue: About Games and Being SeriousETC: A Review of General Semantics, p.101953.
    S. Benford, A. Crabtree, S. Reeves, M. Flintham, A. Drozd et al.The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences2006.
    G. Bente and J. BreuerMaking the implicit explicit. Embedded measurement in serious gamesSerious Games: Mechanisms and Effects. Routledge2009.
    G. Broll and S. BenfordSeamful Design for Location-Based Mobile GamesLecture Notes in Computer Science, vol.1, issue.1, pp.155-1662005.
    DOI : 10.1145/174800.174801
    D. Charsky and C. MimsIntegrating Commercial Off-the-Shelf Video Games into School CurriculumsTechTrends: Linking Research and Practive to Improve Learning, pp.38-442008.
    D. I. Cordova and M. R. LepperIntrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.Journal of Educational Psychology, vol.88, issue.4, pp.715-7301996.
    DOI : 10.1037/0022-0663.88.4.715
    M. CsikszentmihalyiFlow.1990.
    DOI : 10.1037/10518-188

    URL : https://hal.archives-ouvertes.fr/hal-01470857
    D. Floyd and J. PortnowWriter) (2008) Video Games and Learning [Online] Available at: http://www.youtube.com/watch?, pp.0-32009.
    J. P. GeeHigh Score Education Available at, pp.1-202003.
    J. P. GeeGood Video Games + Good Learning2008.
    DOI : 10.3726/978-1-4539-1162-4

    URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.585.3385
    L. Graves, G. Stratton, N. D. Ridgers, and N. T. CableComparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional studyBMJ, vol.335, issue.7633, pp.1282-12842007.
    DOI : 10.1136/bmj.39415.632951.80
    M. GriffitthsThe Therapeutic Use of Videogames in Childhood and AdolescenceClinical Child Psychology and Psychiatry, vol.8, issue.4, pp.547-5542003.
    DOI : 10.1177/13591045030084012
    C. Haythornthwaite and R. AndrewsThe Sage Handbook of E- Learning Research2007.
    DOI : 10.4135/9781473955011
    H. Jenkins, B. Camper, A. Chisholm, N. Grigsby, E. Klopfer et al.From Serious Games to Serious GamingSerious Games: Mechanisms and Effects2009.
    E. Katz, J. G. Blumler, and M. GurevitchUtilization of mass communication by the individualThe Uses of Mass Communications: Current Perspectives on Gratifications Research, pp.19-321974.
    G. King and T. KrzywinskaScreenPlay: Cinema/Videogames/Interfacings2002.
    A. Koubek and H. MacleaodGame-Based LearningGuidelines for Game-Based Learning. Lengerich: Pabst, pp.15-192004.
    D. A. LiebermannInteractive games for health promotion: Effects on knowledge, self-efficacy, social support and health Health promotion and interactive technology: Theoretical applications and future directions, pp.103-1201997.
    D. A. LiebermannWhat Can We Learn From Playing Interactive Games?Playing Video Games. Motives, Responses and Consequences, pp.379-3972006.
    D. Michael and S. ChenSerious Games: Games That Educate, Train and Inform2006.
    K. MitgutschPassionate Digital Play-Based Learning, (Re)Learning in computer games like Shadow of the ColossusEludamos. Journal for Computer Game Culture, vol.3, issue.1, pp.9-222009.
    D. G. OblingerGames and Learning. Digital games have the potential to bring play back to the learning experienceEDUCAUSE, vol.29, issue.3, pp.5-72006.
    D. G. OblingerSimulations, Games, and Learning [Online] Avaliable at: http://net, p.142006.
    S. PapertDoes Easy Do It? Children, Games, and LearningGame Developers Magazine, vol.5, issue.6, p.881998.
    M. PrenskyDigital Natives, Digital ImmigrantsOn the Horizon, vol.9, issue.5, pp.1-62001.
    DOI : 10.4135/9781483387765.n6
    M. PrenskyDigital game-based learningComputers in Entertainment, vol.1, issue.12007.
    DOI : 10.1145/950566.950596

    URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.318.7914
    J. R. Rankin, S. Vargas, and S. A Review of Serious Games and other Game Categories for Education2008.
    J. RaposaBiofeedback in Educational Entertainment2003.
    R. Ratan and U. RitterfeldClassifying Serious GamesSerious Games: Mechanisms and Effects2009.
    L. P. RieberSeriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and gamesEducational Technology Research and Development, vol.25, issue.1, pp.43-581996.
    DOI : 10.1007/BF02300540
    U. Ritterfeld, M. Cody, and P. VordererSerious Games: Mechanisms and Effects2009.
    U. Ritterfeld and R. WeberVideo Games for Entertainment and EducationPlaying Video Games. Motives, Responses, and Consequences, pp.399-4132006.
    H. RodriguezThe Playful and the Serious: An Approach to Huizinga's Homo LudensGame Studies, vol.6, issue.12006.
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    B. SawyerSerious Games: Improving Public Policy through Game-based Learning and Simulation2003.
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    C. Shen, H. Wang, and U. RitterfeldSerious Games and Seriously Fun Games: Can They Be One and the Same?Serious Games: Mechanisms and Effects2009.
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    T. Susi, M. Johanesson, and P. BacklundSerious Games -An Overview2007.
    C. SwertzSerious Games Taken SeriouslyEludamos. Journal for Computer Game Culture, vol.3, issue.1, pp.7-82009.
    R. Van-eckDigital Game-Based Learning ? It's Not Just the Digital Natives Who Are RestlessEDUCAUSE, pp.17-302006.
    R. W. WhiteMotivation reconsidered: The concept of competence.Psychological Review, vol.66, issue.5, pp.297-3331959.
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    M. ZydaFrom visual simulation to virtual reality to gamesComputer, vol.38, issue.9, pp.25-322005.
    DOI : 10.1109/MC.2005.297

My  Overall Conclusion
From reading these sources I have noticed on theme that keeps popping up is that serous games have a lot of potential in many different sectors from training to education to even entertainment , however it also seems that a lot of these types of games are often neglected in style over substance where as things like audio, acoustics and narrative a thing that is apparently very common in the gaming industry as it has been covered by may game reviewer sites and pages. From what I have gathered from my sources there is a lot of potential for these types of games in many types of sectors in gaming form work, to education, to even leisure and I feel with more companies becoming attracted to these genre f games that there is limitless potential in the future.


Test Your Knowledge
  • What is a serious game ?
  • What Benefits do they have in the game industry
  • What field do they benefit
  • What is a serious game



Thursday 19 March 2020

"Reading 8"


My Week 8 Reading

Link to image here


I am contributing to the chapter 1 under the heading "Serious games" in this I hope to explain how serious games help with things such as learning and training often in things such as simulation type games. I admit with the recent weeks I have not been as focused as I have with deadlines quickly approaching and this corona virus scare, However I have managed to find a total of  5sources which can be seen below. 

Sources
I plan to gather at least 3 more sources for more info as I feel I need more information on my chapter before writing it as I feel I am still missing quite a bit. I also plan to hand write out each of these previous things on a page under the following things below to make it easier for myself gathering the information for the sources.
  1. Study Parameters
  2. Thesis
  3. Primary Sources
  4. Research Questions
  5. Conclusions
  6. Limitations/ Gaps and weaknesses
  7. Strengths
  8. Significance
  9. References
My Conclusion from what I read so far
From what I have read so far from the sources I have gathered there is a very positive attitude towards the use of serious games especially in its aspect of use in things such as training and education. I can honestly see it becoming a more commonly used gaming type I the future as it can be used in so many different fields from games such as "Big Brain Ac
academy" on the Nintendo ds to help with learning to things such as "surgeon simulator" to help the person learn more about their topic of choice through a game in a more fun/ engaging way.

My written out source info layout


Note : Just need to type out in excel

Thursday 5 March 2020

Unity tutorial 06


Unity Tutorial 06


So for this weeks Unity tutorial I was tasked with following  video tutorials from the official unity site and ended up following these particular tutorials.

3.1 Jump Force
For this Tutorial I was tasked with to learn how to set up gameplay by spawning things such as obstacles at particular timed intervals and getting the player to jump using the space bar button on the controls, however in the end when I was trying to spawn these obstacles they were not appearing visibly on screen which made it hard to locate it. however after removing the code and re- typing it it seemed to work. Another issue however that I couldn't seem to fix was that that when my player had jumped the ground did not seem to be registering/existing after the act. I tried following the video but could not find out the issue. I did also like the addition of  making your own unique background to suit the setting of the game itself.


For me this task was quite straightforward I just followed the instructions from the guide I linked in the heading and it seemed to work quite well. The issue I had with this program was only getting the obstacles to not re-spawn afterwards. But for some reason this did not seem to work.

Link to where I found this image here

3.3 Don't Just Stand There
I found this one program to be quite difficult and couldn't complete it in the end. This was due to the not being visible after I place the code in exactly as it was in the Unity video tutorial video. This made it difficult to animate the character int hitting these obstacles as they could not be seen. I did however keep getting errors which makes me think I am missing something in the code, but from rechecking the code I could not find anything missing.

Thursday 27 February 2020

Reading


My reading for week 5

Hi folks so for this week I finally got feedback on how my progression has been going and overall I feel like I am getting back on course for doing it the correct way. I decided in the future for getting my sources to stick to using google scholar instead of using my colleges libraries sources. I may change my mind on this in the future but until then im gonna stick with this program. 

So from the feedback session I had with my lecturer I wrote down  what I am required to use in the future and a research method to help me have a process to work upon (and possibly improve in the future). this includes the following things

  1. Collecting material on the topic
  2. take notes/ read material
  3. look for things in common between them , such as topics themes etc
  4. making each theme into its own heading/paragraph
  5. Writing content on the paragraph of readings
Now that I have gone over my research plan. I am going to place below some of the references I have chosen and discuss why I think they are relevant or not.

As you probably know from my previous blog unlike many others researching two different subjects for the book I am focusing on on being "Serious Games". In doing so I have found these below which I feel are helpful in me understanding more about serious games and why.


Source 1
The first source I looked at this week was Serious Games: Games That Educate, Train, and Inform as i found it interesting as it was written by David R Michael who has been a successful independent software developer for over 10 years. The book was published back in 2005, meanwhile the other author Sande  Chen has been active in the gaming industry for over five years and was even a speaker at the 2005 game developers conference. Having this book from the perspective of two people working within the topic of serious games offers much potential insight as it allows us to look at many things to do with it. overall I didnt find too much to read on this but figured I would give it a try as I found having it come from two perspectives in the industry it may be more informative.


Source 2

The second source I found was titled Serious Games: An Overview by Susi, Tajra and Johannesson, Mikaek and Backlund, per  )and discussed that not only what serious games are and how it may benefit a player in ways such as allowing players to experience certain situations in a more safe and risk free way as well as saving the player/ training any other ways in both timing and cost effectiveness.  I also liked that this source labelled the types of fields/markets in which these games may be explored. from things such as education and health care to things such as military training and corporate games. The report also allows some insight into serious games in both the European and North American Market. allowing me to branch out from my previous source from last week targeting one countries perspective and instead focus the perspective from a more global standpoint.

Place, publisher, year, edition, pages
Skövde: Institutionen för kommunikation och information , 2007. , p. 28


Source 3

For my third source I found this reading titled "Why So Serious, on the relation of serious games and learning"https://hal.archives-ouvertes.fr/hal-00692052/ as well as a PDF  describing many issues such as  addressing how although serious games are becoming more popular , as well as discuss possibilities for serious games in terms of an educational usage and the inclusion of more potential COTS (commercial off the shelf games) for the purpose learning. I found this interesting to read as it focused on things such as comparing other similar educational concepts such as elearning and education from an entertainment standpoint(ex TV) to serious games to show more relations than at first glance.


Overall I feel I am getting a better perspective of what I need in order to progress in the coming weeks as well as feel I need to start getting the sources placed back into the matrix to make putting my contribution to book easier overall and to learn how to do Harvard referencing more in the future so that I can work with it n future assignments.