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ویرایش: 1st ed. نویسندگان: Minhua Ma, Bobbie Fletcher, Stefan Göbel, Jannicke Baalsrud Hauge, Tim Marsh سری: Lecture Notes in Computer Science 12434 ISBN (شابک) : 9783030618131, 9783030618148 ناشر: Springer International Publishing;Springer سال نشر: 2020 تعداد صفحات: 306 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 26 مگابایت
در صورت تبدیل فایل کتاب Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی های جدی: کنفرانس بین المللی مشترک، JCSG 2020، استوک-آن-ترنت، بریتانیا، 19 تا 20 نوامبر 2020، مجموعه مقالات نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب مجموعه مقالات داوری ششمین کنفرانس مشترک بینالمللی
بازیهای جدی، JCSG 2020 است که در نوامبر 2020 در
استوک-آن-ترنت، انگلستان برگزار شد.
19 مقاله کامل ارائه شده به همراه 3 مقاله کوتاه از بین 38 مورد
ارسالی به دقت بررسی و انتخاب شد. این مقالات طیف گسترده ای را
در استفاده از بازی های جدی در زمینه های مختلف مانند یادگیری،
شبیه سازی، آموزش، سلامت، رفاه، مدیریت، ارزیابی یا بازاریابی و
بسیاری موارد دیگر ارائه می دهند.
This book constitutes the refereed proceedings of the 6th
Joint International Conference on Serious Games, JCSG 2020,
held in Stoke-on-Trent, UK, in November 2020.
The 19 full papers presented together with 3 short papers
were carefully reviewed and selected from 38 submissions. The
papers offer a wide range in the use of serious games in
several fields like learning, simulation, training, health,
well-being, management, assessment or marketing and much
more.
Preface Organization Contents Virtual and Augmented Realities StreetConqAR: Augmented Reality Anchoring in Pervasive Games 1 Introduction 2 Background and Related Work 3 Requirements for Real-World Anchoring 4 Using Real-World Objects as AR Anchors 4.1 StreetConqAR 4.2 Sign Recognition and Augmentation 5 Evaluation of Recognition Quality 5.1 User Evaluation 6 Discussion and Final Remarks References Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport 1 Introduction and Background 2 A Review of Immersive Storytelling in VR and AR 3 Design 3.1 Interactive Narrative Design 3.2 Input Strategy for HoloLens 4 Development 4.1 Coding 4.2 Asset Development 4.3 Lessons Learned 5 Interview and Discussion 6 Conclusion and Future Work References Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework 1 Introduction 2 Related Work 2.1 Learning and Training in Immersive Virtual Reality 2.2 Serious Games About Business Process Management 2.3 Agile Development 3 Design 3.1 Game Scenario 3.2 Hardware 4 Evaluation 4.1 Method 5 Results 5.1 Learning Outcomes 5.2 Game Experience 6 Discussion 7 Conclusion References Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental Disorders 1 Introduction 2 State of the Art 3 Smup 3.1 General Features 3.2 Games 4 Exploratory Study 4.1 Research Method 4.2 Research Variables 4.3 Participants 4.4 Apparatus and Materials 4.5 Procedure 5 Results 5.1 Linguistic Performance 5.2 Likeability and Usability 6 Discussion 7 Conclusions and Future Work Appendix References Serious Play Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College Students 1 Introduction 2 Background 3 Game Design 3.1 Learning Outcomes 3.2 Game Characteristics 3.3 Gameplay 4 Conclusion and Future Work References Proposal of a Beer Distribution Game Considering Waste Management and the Bullwhip Effect 1 Introduction 2 Contents of Beer Distribution Game Considering Waste Management 3 Experiment 4 Discussion 5 Conclusions References Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the Workplace 1 Introduction 2 Materials and Methods 2.1 Presentation and Objectives 2.2 Devices and Mechanics 2.3 Missions of the Game 3 Preliminary Evaluation and Results 3.1 Participants 3.2 Procedure 3.3 Results 4 Discussion 4.1 Active Learning Favours the Satisfactory Transmission of Information 4.2 Participants’ Involvement and Observable Behaviours 4.3 Suggestions Made by Participants 4.4 Transferability of These Results to the Target Group 5 Conclusion References Needs Analyses with LEGO® SERIOUS PLAY® 1 Introduction 2 LEGO® SERIOUS PLAY® – in Theory 3 LEGO® SERIOUS PLAY® – in Practice 4 LEGO® SERIOUS PLAY® – an Exploratory Study 4.1 Needs Analysis in the Project “Education 4.0 for SMEs” 4.2 LSP Methodology in the Project “Education 4.0 for SMEs” 4.3 Preliminary Results 4.4 Evaluation of the Method in the Project “Education 4.0 for SMEs” 4.5 Discussion 5 Conclusion and Perspectives References The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society 1 Introduction 2 Escape Room as a Serious Game 3 Concept Development of a STEM-Escape Room 3.1 Requirements and First Decisions 3.2 Process and Riddles of the STEM-Escape Room 3.3 Pretest 4 Executions of the STEM-Escape Room 4.1 First Performance 4.2 Second Performance 5 Results of the Executions of the STEM-Escape Room 5.1 Observations and Conversations at the First Performance 5.2 Evaluation Results from the Second Performance 6 Discussion and Conclusion References Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG Crisis 1 Introduction 2 Literature Search Method 3 What Is the CSSG? 4 Features of the CSSG 4.1 Global Workforce Shortage 4.2 Outdated or Inadequate Education 4.3 Skills Misalliance or Miscues 4.4 Lack of Diversity in the Workforce 4.5 Financial Conundrum 5 TTXs or TTSGs 5.1 TTX Encourage the Acquisition of Practical Experience 5.2 TTXs Nurture Both Technical and Soft Skills 5.3 TTXs Provide Opportunities for Reflective Practice 5.4 TTXs Are Cost-Effective and Affordable 6 Conclusion References Games for Learning Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A Review 1 Introduction 2 Methodology 2.1 Research Questions 2.2 Inclusion and Exclusion Criteria 2.3 Extracted Data and Classification Criteria 2.4 Search Strategy 2.5 Execution of the Review 3 Results and Analysis 3.1 Topic 3.2 Theoretical Foundations 3.3 Evaluation Aspects 4 Discussion 5 Conclusion References Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths 1 Introduction 2 Requirement for Re-use 3 Experiences in Using GLPs on Logistics 4 Re-purposing a GLP on Chemistry 5 Stepwise Approach for Reusing and Adapting 6 Discussion and Conclusions References Serious Games for Learning: A Quantitative Review of Literature 1 Introduction 1.1 On the Various Definitions Around Serious Games 2 Literature Review 2.1 Search String 2.2 Filtering Criteria 2.3 Flowchart for Research Papers Collection 3 Results and Discussion 3.1 Results 3.2 Discussion 4 Conclusion and Future Work References Game Design and Study Costs to Compete - Analyzing Pay to Win Aspects in Current Games 1 Introduction 2 Related Work and Research Goal 3 Pay-to-win Aspects 3.1 Methodology 3.2 Identified Pay-to-win Aspects 3.3 Discussion 4 Game Analysis 5 Hearthstone as Collectible Card Game 5.1 Obtaining Cards in a Competitive Game Format 5.2 Assessing the Costs of Popular Decks 6 FIFA20 Ultimate Team 6.1 Obtaining Cards in a Competitive Game Format 7 Conclusion References Leaderboards – A Motivational Tool in the Process of Business Education 1 Introduction 2 Gamification and Game Elements in Education 3 Leaderboards 4 Research Methodology 5 Results 6 Discussion and Conclusions 7 Limitations and Further Research References Using a Participatory Design Approach for Adapting an Existing Game Scenario – Challenges and Opportunities 1 Introduction 2 Sota 3 Experimental Set up (Case Study) 3.1 Existing Requirements 3.2 Description Existing Game Engine 3.3 Approach 4 Results 5 Discussion 6 Conclusion and Next Steps References The Effects of Esports School Tournaments on Positive Behavioural Change 1 Introduction 2 Methodology 3 Results and Analysis 3.1 The Friendship Dimension: Paired Process Analysis 3.2 The Personal Growth Dimension 4 Conclusion References Flex Your Muscles: EMG-Based Serious Game Controls 1 Introduction 2 Background and Related Work 2.1 Electromyography 2.2 Mechanomyography 2.3 Muscle Controlled Application 2.4 EMG-Devices 3 Approach 3.1 EMG System 3.2 Software 4 Discussion 5 Conclusion References Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems 1 Introduction: The Wicked Age of COVID-19 2 The Ordeal: Nature and Implications of Wicked Problems 2.1 The Heart of Wickedness: Complexity, Conflicting Actors, and Problem Systems 2.2 How to Tackle Wicked Problems: Adaptive Problem Management 3 The Challenge: Fostering Wicked Problem Management Abilities 4 Rising up to the Challenge: Designing Complexity in Serious Games to Foster WPM 4.1 Modeling Gameplay Contexts as Systems of Systems: Key Requirements 4.2 Systemic Design of Game Contexts 4.3 Detailed Planning of Information Flows 4.4 Collective Engagement 4.5 Target Skill Sets and Attitudes 5 Conclusions References Game Debriefing Construction of Debriefing Designed for Applying Experiences of History Game to Contemporary Issues 1 Introduction 2 Method 2.1 Contents of INDEPENDENCE DAY and Conventional Debriefing 2.2 Contents of Designed Debriefing in This Study 2.3 Hypotheses and Methods 3 Results 3.1 Students’ Discussion in Transfer Subject and Contemporary Subject 3.2 Examination of Hypothesis 1 3.3 Examination of Hypothesis 2 4 Discussion 4.1 Generalization 4.2 Comparison with Other Studies 4.3 Possibilities of Further Verification 5 Conclusion References Towards the Management and Dissemination of Knowledge from Gaming Simulations 1 Introduction 1.1 Knowledge Management (of Games) 1.2 Motivation 1.3 Overview 2 KMF Components 2.1 KM Strategy 2.2 Purpose of KMS 2.3 Users of KMS 2.4 Type of Knowledge 2.5 Conclusion of the Literature 3 The KM Framework for Games 4 Application of the KMF 4.1 KM Strategy and Purpose of KMS 4.2 Type of Knowledge & Users of KMS 4.3 Final Remarks on the Application of the Framework 5 Conclusion References How to Utilize Unshared Knowledge in a Group Discussion? 1 Introduction 1.1 General Review 1.2 Planning Fallacy 1.3 Group Accentuation 1.4 Purpose of This Research 2 Method 2.1 An OPT Scheduling Game 2.2 Participants and Procedures 2.3 Questionnaires 2.4 Hypothesis 3 Results 3.1 Level of Understanding Prior to the Game Run 3.2 Individual Estimations Prior to the Game Run and Team’s Final Profit 3.3 Answers to the Debriefing Sheet 4 Discussion References Author Index