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Chapter
Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification
Digital games provide a recognised means of engagement and education when addressing challenges in educating and immersing individuals in their own heritages, and those of other cultures. Similarly, gamificati...
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Chapter
Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach
Long-term health risks associated with unhealthy lifestyles present a significant current and future burden for healthcare providers. Adolescence represents a critical time for intervention, as habits formed d...
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Chapter and Conference Paper
Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion
With developers of entertainment games increasingly exploiting the potential the platform affords for capturing rich data on user behaviour, adopting similar paradigms for "serious" purposes such as positive s...
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Chapter
A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments
This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such...
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Chapter and Conference Paper
Assessing NeuroSky’s Usability to Detect Attention Levels in an Assessment Exercise
This paper presents the results of a usability evaluation of the NeuroSky’s MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to...