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How do you think technology can help hospitalized children?
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Based on my research and published work titled 'IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation,' I firmly believe that the use of virtual reality has a positive effect on people, particularly in the context of education and training.
Our study involved developing and evaluating the effectiveness of IVAL, an Immersive Virtual Anatomy Laboratory that leverages VR and serious games to enhance the learning experience for medical students studying anatomy. The results were highly promising, with participants reporting high levels of satisfaction, success, and learning outcomes.
Through IVAL, students were able to immerse themselves in a 3D representation of the skeletal system, providing a deeper spatial understanding and retention of anatomical concepts. The immersive and interactive nature of VR technology created an engaging learning environment that surpassed traditional methods like studying cadavers or 2D diagrams.
Moreover, our findings suggest that VR simulations can potentially supplement or even replace the need for cadavers in anatomy education, addressing ethical concerns and resource constraints faced by many institutions.
I encourage you to read our paper (link: https://www.researchgate.net/publication/376621926_IVAL_Immersive_Virtual_Anatomy_Laboratory_for_enhancing_medical_education_based_on_virtual_reality_and_serious_games_design_implementation_and_evaluation) to gain a comprehensive understanding of the design, implementation, and evaluation of IVAL, as well as the positive implications of incorporating VR technologies in medical education.
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Are you an Australian or New Zealand Educator, Researcher AND/OR Developer of Video Games (to any capacity)? Then PhD student, Jordan Greenwood would appreciate your help. Jordan is conducting research into understanding the academic-industry divide associated between the games industry and higher education (in an Australian & New Zealand context).
The survey will take approximately 15 minutes of your time. You can access the questionnaire via the link below. Completing the survey will put you in the running for one of five $50 JB HiFi vouchers.
#phd #research #gamedevelopment #gamedesign
Please forward this if you know someone that may be interested.
The survey link is: https://lnkd.in/gHN9_NGy
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This paper is part of this investigation.
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We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
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Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
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I'm studying a game design of Breakout EDU and how participation in these activities contributes to the acquisition of the 4Cs of learning in elementary students K - 5th grade.
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Dear academician, i recommend tinkercad simulator for measurement system. It is a cloud access platform
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What kind of scientific research dominate in the field of Computer games in the education process?
Please, provide your suggestions for a question, problem or research thesis in the issues: Computer games in the education process.
Please reply.
I invite you to the discussion
Thank you very much
Best wishes
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...Nowadays, students are significantly influenced by the digital era and are constantly handling digital information. As a result, they form their personalities in the light of flexible communities, pursue to be directly connected, require prompt responses and social interaction and prefer learning based on experiences. Undoubtedly, modern students are not fully keen on and attracted by conventional education methods and thus they are seeking for more interesting, fun, motivating and engaging learning experiences.... The increasing popularity of digital games has led to their being broadly utilized and applied. In education, digital games are mostly applied in the form of serious games which focus more on primary purposes. Serious games offer motivating and engaging experiences, interactive learning environments and collaborative learning activities. Hence, they are considered as a proper educational tool which enhances learning procedures and satisfies and fulfills students’ needs and requirements. The pedagogical approach of utilizing digital educational games is called digital game-based learning and can be described as the “coming together” of interactive entertainment and serious learning through digital games. Game-based learning is the act of designing interactive learning activities that can gradually convey concepts and guide students towards an end goal. Furthermore, it promotes a student-centered learning environment in which students’ wellbeing and soft skills are cultivated in a dynamic, enjoyable and playful way... Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
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I am looking for ideas and especially research, which links educational esports activities with ELA / first language acquisition / L1 teaching - e.g. focusing on curricular aspects of communication, toxic language, game design, critical literacy, game guides (paratexts) etc.
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There is an interesting experiment among Iranian students using game-based learning: "Game-Based Tasks for Foreign Language Instruction: Perspectives on Young Learners' Vocabulary Acquisition" authored by Masoumeh Mehregan, which could provide you some valuable insights.
Please find the file attached.
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Hi all,
I conducted an experiment where I had three groups filling in the POMS and Affect Grid (mood/arousal questionaires) before and after the manipulation (a game-design).
My question is if the difference (POST-PRE) score of one group significantly differs than the difference score of another group. However there are a couple of things I (think I) need to take into account:
1 the POMS questionaire did not had the same amount of questions for every participants (because of offering the questionaire in 2 different languages)
2 the pre- scores of all the groups should be taken into account (to rule out pre-existing (significant) differences).
For point 1 I checked the internal consistency of the POMS questionaire with cronbach's alpha. These were good results. Can I therefore proceed and use the sum-scores and mean scores?
For point 2 I compared the pre-scores and there were no significant existing differences.
How should I now conduct the test to see if there are any significant differences between the difference scores of the three groups?
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If you have three groups and a pre post design, you should consider either using a two way ANOVA (split plot design) with one repeated measures and on independent factor. Another possibility would be an ANCOVA, where you could use the pre measures as covariable, the post measures as dependent and the groups as independent variable. This approach would have the advantage that the pre and post measures do not have to be on the same scale.
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Hi, I am trying to create a crowd simulation using Unity 3D. How to get more (similar) characters move (run, walk, jump, climb stair)? Tried importing characters from ANIMA Lite but animation lengths are short. How can I create crowd simulation in Unity 3D using AI crowd navigation/ behavior tree in my case without using any other software? Please help.
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You can create your own characters with Adobe Character Generator, then import them in Mixamo.com to add animations, export them in FBX and finally import to Unity
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I'm working in a research that targets Games and Autism. Is there a researcher interested to work in a paper together?
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Hello Samaa,
I've previous experience creating apps for autism. I'm interested to know about your research. Please send me a private message.
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Hello all,
In my recent research into the use of educational games, I have noticed that there appears to exist an overall distaste for playing them.
I was wondering - do any of you have any comprehensive, peer-reviewed papers or even books explaining why educational games are often considered to be worse or inferior to more commercially successful games? While I do have my suspicions, it would be great to gain some proper insight from others in the field.
Many thanks in advance!
- Kristoffer S. Fjællingsdal
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Hello!
Maybe some of these papers can help you out?
Wish you all the best!
Michelle
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Does any one have good succestions for peer reviewed journals for proposing an article about using computer game design to design a real life learning situation in sports ( Brazilian Jiu Jitsu). Might be Physical Education? Modern culture? Gaming?
Some examples
Physical Education and Sport Pedagogy
Joper Journal of Physical Education Research
Strategies: A Journal for Physical and Sport Educators
Journal of Teaching in Physical Education
I have no idea which is good and accepts articles with out years of editing.
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I have a preprint in this journal. My article was about a Gamified System in Learning Deaf Persons
Also for more good reputation journals you can read this discussion, it contains many sources
Good luck
Samaa
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Can anyone share gamification projects or working papers in the area of STEM? I wonder what people are doing with gamification or gameful design in STEM fields. If you have examples of activities, please share.
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Szymon, in addition to those mentioned by Walt Scacchi, some articles were discussed in our recent course, a Human Factors Research Seminar (IE656) at Purdue.  5 of the top 8 cited papers reviewed that semester were related to gamification and may be of interest.  They can be seen by following the link in RG project shown below.  https://www.researchgate.net/project/IE656-Research-Seminar-HelII Walt Scacchi Walt Scacchi
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Suppose we have a set of players, i.e., {p1, p2, ..., pn} and each player has three different strategies, i.e., {s1, s2, s3}. They play m number of games. In each game, each player seeks to maximize its profit by selecting a strategy with highest playoff. The profit associated with each strategy is as follows.
1) Payoff for selecting strategy s1 is zero
2) Payoff for selecting strategy s2 is a real number, which is calculated using some formula f1
3) Payoff for selecting strategy s3 is also a real number, however, it is calculated using another formula f2
I want to prove the existence of Nash equilibrium when all the players select one of the available strategies.
I have searched on web and found several documents, however, I couldn't get a clear idea to prove it mathematically.
Any help is deeply appreciated. Please let me know if I have missed any information. Thank you in advance.
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@Felipe Please find attachment to see the formulas.
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Dear colleagues,
I'm conducting a study in order to discuss the research challenges in the process of evaluating educational games. So, I will be happy for the opportunity to discuss with you about the main challenges you perceive about the educational game's evaluation.
Please, let me know, in your opinion, what is the biggest research challenge in the evaluation of educational games?
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I believe that it is especially challenging to design meaningful and theoretically-informed treatment- and control-conditions when evaluating educational games. Instead of comparing a game-based treatment condition vs. a non-game-based "conventional" control condition (which can be a rather fuzzy comparison), it often makes more sense to compare different design-variants of the same game. I recommend to read the following article, explaining different approaches:
Mayer, R. E. (2011). Multimedia learning and games. In S. Tobias & J. D.
Fletcher (Eds.), Computer games and instruction (pp. 281–305). Char-
lotte, NC: Information Age.
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Dear colleagues,
I'm conducting a study in order to discuss the research challenges in the development process of educational games. So, I will be happy for the opportunity to discuss with you about the main challenges you perceive about the educational game's development/design.
Please, let me know, in your opinion, what is the biggest research challenge in the development/design of educational games?
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I would say this: introducing a task into a game has the very high potential to spoil the play; introducing play into an activity has the very high potential to spoil the task. Achieving harmonious (even synergistic) balance between task and play is the goal... it is not easily done, and will probably look different for every learning objective and game genre.
I personally consider practical challenges like budget, staff, etc. to be secondary to this overarching concern about the player experience. Even a tiny, inexpensive, individually developed game might strike a supremely successful balance; even well-funded, highly professionalized teams can miss the mark entirely.
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In a student group work we are making experiment on participants playing video games using  DFS-2 flow evaluation questionnaire.  We are looking for experimentation using this same questionnaire for other kind of activities, not related to game. the goal is to compare results.
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Thank you Patrick
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As part of our project on designing games to train executive functions we also ask whether the EF gained by playing our games will also enhance academic outcomes. To that end we plan to use learning tasks that specifically relate to the EF subskills - updating, switching, or inhibition. Any suggestions of research studies on this topic would be appreciated!
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Thank you, this is very useful!
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Currently using cyberball (Williams et al., '12) to understand empathic decision making in groups, but cyberball is designed for one real player to interact with a number of computer-based players, rather than two or more real players to make decisions for the good/bad of the group. Wondering if there are any published interactive empathy games designed to quantify empathic decision making between particularly non-familiar dyad-pairs. I imagine a design involving role-playing, where participants must make decisions in groups. I've looked at a number of iterations of prisoner's dilemma, ultimatum, dictator, and public goods games, but don't quite connect how empathic decision making in groups is exemplified, specific to decision making for the good or two or more members of a group being represented by the decision making processes involved in those models. If you may have references to share of existing games/activities/tools, I'd greatly appreciate it. Thank you for your time!
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Not exactly what you're looking for, but board games like Mysterium, And Then We Held Hands, or Codenames all have an element of players trying to "read" other players and understand what they meant by their actions - and those are just the cooperative ones. Plenty of competitive games with bluffing/BS-ing mechanics too, including Poker, Bluff/Liar's Dice, and social-deduction/hidden-role games (Mafia/Werewolf et al).
These were all developed purely as entertainment games and not as research projects, and I'm unaware of any research that's been done on how people play them, but it seems like an area ripe for research if that's the direction you're going.
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I'm looking for a simple game design and/or theory within which I can ground the research.
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The recent promotion and adoption of digital game-based learning (DGBL) in primary and secondary education presents compelling opportunities as well as challenges for early childhood educators who seek to critically, equitably and holistically support the learning and play of today's so-called digital natives.   However, with most DGBL initiatives focused on the increasingly standardized ‘accountability’ models found in educational institutions, also in the meantime, in the absence of a common critical and theoretical foundation for DGBL, propose a conceptual framework that challenges what regard to be the institutionally nullified dimensions of autonomy, play, affinity and space that are essential to DGBL.   Contend that these dimensions are ideally situated within the inclusive and play-based curriculum early childhood learning environments, and that the early years constitute a critically significant, yet overlooked, location for more holistic and inclusive thinking on DGBL.
Attached herein.
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I'm researching for my thesis proposal and i would like to have some references on this subject. 
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Hi Ricardo, a PhD student of mine is doing her dissertation on Free2play. Do you want to send me your email address then I can create a contact to Lies van Roessel. Best Mathias  mathias.fuchs at btconnect.com  
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I am researching the translation of linear persuasive documentary into serious games design for a practice based PhD and am having trouble finding the relevant academic research into this area.
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Hi, Helen. At the Games For Change Fesitival in New York last week, there was more overlap between film and games than I'd seen before, ever. You might have a look at some of the videos from the event, as they are released, or ask some of the speakers what they know of.
While there, I saw a screening of  http://www.thankyouforplayingfilm.com/ a (beautifully made and compelling) documentary, based on the game "That Dragon, Cancer". The game itself is very much like a documentary film in its own right, in terms of its interactivity. (As a professional game developer, I'm not at all interested in the distinctions between "games" and "other interactive stuff'". Indeed, it's usually unhelpful to focus over this, even if it's good academic fun to do so.)
The filmmakers, with whom I chatted, are lovely folk. Ask them! (Via the website.)
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Thanks in advance for your replies.
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I am still doing a lot of consultancy in this area. If you need some help, send an email to toni@ivergard.com (i am doing work in Scandinavia, SEA incl. Singapore and eg Thailand), I will keep the fee low as this is a very important health issue! Toni Ivergard (Docent at KTH in Sthlm)
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I am designing the next version of an educational video game, and want it to be appealing to young people and not so young ones too, making it useful from elementary school to the university. This sounds quite challenging because people's minds change a lot through those ages. What should I be aware of when doing this? Can you suggest a previous work about this topic? Thanks in advance
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Hi Juan,
This is truly a challenge! Children and young adults are very different target groups. Educational games already have the challenge to be appealing for a very broad usergroup. I think asymmetric games could be a solution. Having different roles for different user groups. I am not aware of any work on this for educational games but there is a lot of work on parameterizable games (attached paper) as well as different types of gamers (link to gamasutra). Maybe you can be successful combining both concepts. The idea is that players can customize the game to their play style with some parameters. You can either ask players or make a self adapting game. I hope this was helpful. If not do not hesitate to ask ;-).
Cheers,
 Markus
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Someone can suggest me bibliography to analyze the video game´s design learning, that is to say, playing, learning and creating content such custom maps or development V.G. ( Like  Warioware D.I.Y or Project Spark )
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On creating content for video games, you might take a look at this recent survey: A Survey on Procedural Modeling for Virtual Worlds (at CGForum). 
Specifically regarding dungeon generation: Procedural Generation of Dungeons (at IEEE TCIAIG)
You might as well take a look at the PCG Book in the make: http://pcgbook.com/
For evolutionary and search-based methods, J Togelius is indeed the best starting point.
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I'm looking for relevant publications in the Serious Games industry but I don't find interesting articles. Does anyone know any interesting journal that would be worth it?
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Ana, you might take a look at the INTERNATIONAL JOURNAL OF SERIOUS GAMES
as well as at the activities and publications of the EU-funded GaLA network of Excellence on serious games
incl. the upcoming GaLA conference (http://www.galaconf.org/).
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I have been working with some unique material from the Carpathian Basin which show similarities with the abstract decoration of the gaming boards of Ur but I cannot find any publication on these abstract decorations.
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Hello, Emilia:
You can find some data in I. L. Finkel (ed.), 'Ancient Board Games in Perspective: Papers from the 1990 British Museum colloquium with additional contributions', London (British Museum Press), 2008.
Some other references of interest (especially on its archaeological context) are on the website of the British Museum: http://www.britishmuseum.org/explore/highlights/highlight_objects/me/t/the_royal_game_of_ur.aspx
I hope this can help you.
Regards
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I am interested in better understanding Non-Player Character (NPC) design in games in order to apply the ideas to social and socio-economic agent-based simulation. I was wondering if there are any object oriented design patterns that are commonly used for the design of NPCs. I am currently using hierarchical finite state machines for defining my agents. As an example one pattern I came across is the actor-role design pattern which seems to be quite useful for my purpose.
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Part of my doctoral reseach on NPCs and PCs are presented as game design patterns: Lankoski, 2010, Character-driven game design. https://www.taik.fi/kirjakauppa/images/4463b7dc09f925da01eaf73cbc72eed9.pdf
Patterns are in Appendix 2 (pages 61-74). More detailed analyses are presented on pages 116-155 & 162-181.
Staffan Björk has been extending some of these patterns in Gameplay design patterns 2.0 wiki http://gdp2.tii.se/index.php/Main_Page
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I found a description of this in several books about artificial intelligence for game developers [e.g. Buckland (2006) Programming Game AI by Example - Chapter 2; Bourg and Seemann (2004) AI for Game Developers - Chapter 9] and was wondering if anyone had applied this approach to program Social Simulations or Management Science Simulations (without using secondary software like Swarm or Repast)? Would you be willing to share your code?
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Hi, in fact I have a question. What do you mean by "Finite State Machines" ? This term is usually used to describe the less powerful in the hierarchy of virtual machines, since they have a finite number of states. They are usually used to analyze language, or syntax (compilers)...Agent-based models usually do not match with the kind of object FSMs are applied on. May be there is a certain convergence with cellular automata which have been widely used in ecology and social sciences (see for instance NetLogo software which use a grid for space). But the formers have been advantageously replaced by simulators mixing analytic and stochastic components discrete in time but continuous in space, so that the number of states of agents is not known and undefined (except if you decide it).
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We have been working on a game idea which is now in the stage of Game Design Document. Can we publish it as a research paper ?
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Hi,
I like Dominic's answer.
Personally I'm not sure.
But by way of comparison (with film, say) - here's an excerpt from a recent email by Craig Batty at RMIT (if it helps):
------------------
"...a special scriptwriting issue of the Australian writing journal, TEXT.
What's special about this, well, special issue is that it predominantly features scripts as creative practice research works. Here in Australia creative practice 'as research' is valued by our equivalent of the REF - what is called ERA - and so all creative works (writing, films, art, design, fashion, etc.) with a supporting 2000-character research statement and evidence of peer review (or equivalence) can be counted for research returns. TEXT, which is an A-ranked journal, has always sought to publish creative works where possible (a bit like the New Writing journal)"
------------------ (end of excerpt by C Batty)
Not sure if this helps (re: a GDD) or not...?
Best
JT
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I am on initial research on Adaptive Serious Games. Serious game (SG) is another kind of game that the purpose is not merely fun, but equity in learning and enjoyment. SG is like a mixture of simulation and video game. I am very delighted if I can have some additional idea, support, or partnership in this research.
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Has anyone viewed John Hunter's TedTalk on his world peace game?
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I am specifically curious in how game designers approach serious games. Preferably the literature covers the techniques used, the process undergone, and/or insights into their decision making in the development of a digital game with a purpose besides entertainment.
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What helped me a lot was: Leonard A. Anetta: The "I's" Have It: A Framework for Serious Educational Game Design, in: Review of General Psychology 2010, Vol. 14, No. 2, 105–112. The paper is concerned with very basic issues of serious game design and with the pedagogic strategies you may implement therein to advance learning. If need be, I can also provide the PDF, just ask.