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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
Pegaso: A Serious Game to Prevent Obesity
The problem of obesity in the world has grown considerably in recent years. Between 16% and 33% of children and adolescents are obese. Even if obesity is among one of the easiest medical conditions to recogniz...
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Chapter and Conference Paper
THE GROWTH: An Environmental Game Focusing on Overpopulation Issues
THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused...
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Chapter and Conference Paper
Towards Collaborative Complex Learning Objects by the Virtualization of Collaborative Sessions
On-line collaborative learning has demonstrated the benefits of using collaborative activities to increase the learning efficacy. However, collaborative learning approaches cannot be applied in every e-learnin...
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Chapter and Conference Paper
Advances in MASELTOV – Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants
Immigration imposes a range of challenges with the risk of social exclusion. As part of a comprehensive suite of services for immigrants, the MASELTOV game seeks to provide both practical tools and innovative ...
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Chapter and Conference Paper
Authoring of Adaptive Serious Games
Game-based approaches to learning are increasingly being recognized as having the potential to stimulate intrinsic motivation amongst learners. Whilst a range of examples of effective serious games exist, crea...
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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 and Conference Paper
Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment
In this paper we present a theoretical framework describing an original method for the design of intelligent tutoring environments, building upon the notion of shared attention. This framework is defined as the L...
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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...