Kim Martínez

Kim Martínez
Verified
Kim verified their affiliation via an institutional email.
Verified
Kim verified their affiliation via an institutional email.
  • Audiovisual Communication
  • Professor (Associate) at University of Burgos

About

17
Publications
2,676
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
88
Citations
Introduction
My research focuses on the design of serious games, paying special attention to narrative, engagement, and the balance between fun and learning. These experiences are particularly aimed at psychological and sociological applications. It also encompasses the analysis of narrative and gameplay of commercial video games to understand social representations and their impact on the public.
Current institution
University of Burgos
Current position
  • Professor (Associate)
Additional affiliations
September 2023 - present
University of Burgos
Position
  • Associate Professor

Publications

Publications (17)
Book
Este libro realiza un análisis de la evolución y los agentes de la industria de los videojuegos respecto a la violencia representada con relación a la mujer. El objetivo es que docentes y alumnado en titulaciones de diseño y desarrollo, además de personas interesadas por la materia, conozcan la representación que proveen estos discursos de amplio c...
Article
Full-text available
Los videojuegos, al igual que otros medios, han representando a los personajes femeninos según los estereotipos tradicionales de género. Sin embargo, en la última década las demandas por parte de las comunidades de jugadoras, han impulsado una evolución en este tipo de personajes haciéndolos más diversos y más complejos, con mayor peso y agencia en...
Article
Full-text available
Grand Theft Auto (GTA) V Roleplay is a mode of its online multiplayer version that transforms the narrative, interaction, and original mechanics. Five server types (Drift, Race, Players Versus Players, Players Versus Environment and Roleplay) are studied to determine what possibilities each offers and what kind of agency the player achieves. Each c...
Article
Full-text available
Conocer la historia de los videojuegos es clave para la educación de los futuros diseñadores de videojuegos ya que las plataformas y los títulos más relevantes de las últimas décadas aún marcan las pautas de la industria contemporánea. La gene-ración que se está formando en las universidades no ha tenido acceso a esos videojuegos y, además, viven m...
Article
Full-text available
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes...
Chapter
Designing serious games in virtual reality (VR) may raise a health and safety concern as to whether children should use this technology. This paper attempts to clarify this issue by studying VR impact on children’s physical, cognitive and psychosocial development. With a supervised and controlled use over time, it is found that VR could cause physi...
Article
Full-text available
Featured Application A metric to evaluate gaming and educational features of already developed serious games. This model can also guide the design of new serious games. Abstract Serious games have to meet certain characteristics relating to gameplay and educational content to be effective as educational tools. There are some models that evaluate t...
Article
Full-text available
Objetivo: La sensación de control es una de las características más atractivas de los videojuegos y se consigue mediante la narrativa y la jugabilidad. Las aventuras gráficas tradicionalmente han ofrecido pocas opciones de control por sus limitadas interacciones. Sin embargo, este artículo estudia las nuevas características que ha desarrollado este...
Chapter
Children with reading and writing difficulties, such as dyslexia, have been directly affected by the Covid-19 situation because they could not have the teacher’s face-to-face support. Consequently, new devices and technological applications are being used in educational contexts to improve the interest of learning. This paper presents the design of...
Conference Paper
Full-text available
El uso de videojuegos educativos para la concienciación en salud mental en la infancia es una nueva vía de aprendizaje que se está explorando. No obstante, estas herramientas requieren un adecuado diseño en distintos aspectos de la jugabilidad para cumplir su fin educativo. Este trabajo identifica los elementos de la narrativa, la jugabilidad y el...
Chapter
Full-text available
Mobile Science Center is a Polish project that seeks to bring astronomy knowledge to wider social groups through various applications. In its development it is necessary to design a graphical interface that explains a concept that is difficult to assimilate such as spatial proportions and distances. This paper develops a framework to create graphic...
Chapter
In the last years, teletherapy has provided the possibility of improving the accessibility to the therapy itself, by means of digital platforms. Of all the technologies that make up e-health, Virtual Reality is the one that creates the sense of presence, using immersive, interactive and collaborative virtual environments. From this perspective, thi...
Article
Full-text available
Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims...
Article
This work discuss the possibilities of Immersive Virtual Reality (iVR) environments in occupational risk prevention in the manufacturing industry. Firstly, a framework for iVR experiences design is presented. Secondly, two examples to demonstrate the usefulness of this scheme for the detection of occupational hazards are discussed. In the first one...
Preprint
BACKGROUND Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. OBJECTIVE This review aims...
Preprint
BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to crea...
Chapter
Serious Games for Virtual Reality (SG-VR) is still a new subject that needs to be explored. Achieving the optimal fun and learning results depends on the application of the most suitable metrics. Virtual Reality environments offer great capabilities but at the same time make difficult to record User Experience (UX) to improve it. Moreover, the cont...

Network

Cited By