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Titlebook: Games for Training, Education, Health and Sports; 4th International Co Stefan Göbel,Josef Wiemeyer Conference proceedings 2014 Springer Int

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Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gamingfocused on usability and game experience. We evaluated our game prototype by a user study with a convenience sample of 20 persons. This study showed, that our prototype is already capable to elicit fun and to deliver a true game experience despite its early stage. Some issues have been revealed requiring further improvement.
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Games for Training, Education, Health and Sports978-3-319-05972-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
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Analog Design Centering and Sizingeficial for a variety of applications. In particular when it is about motivating people through gaming mechanisms, there is a great potential to use gaming technology and the psychological mechanisms that attract people to games for making them do activities that would otherwise either be not done o
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Eby G. Friedman,J. H. Mulligan Jr. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on t
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https://doi.org/10.1007/978-1-349-20994-1ses. In this paper we present such a case: The original game is a mobile app which supports memorizing basic knowledge of the law domain. Starting with a description of the software architecture and the game mechanics of the mobile app we outline the necessary steps and methods to extend the softwar
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https://doi.org/10.1007/978-1-4615-2051-1players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedag
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https://doi.org/10.1007/b101926ombined with Serious Games and used for knowledge exchange among peers, Social Media content can be used to influence and enrich one’s gameplay experience as well as raise attention of connected persons in an Online Social Network (OSN) environment. In this paper we will describe the technical setup
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