Games for Training, Education, Health and Sports: 4th by Stefan Göbel, Josef Wiemeyer

By Stefan Göbel, Josef Wiemeyer

This ebook constitutes the refereed lawsuits of the 4th overseas convention on critical video games for education, schooling, well-being and activities, video game Days 2014, held in Darmstadt, Germany, in April 2014. The thirteen complete papers awarded including three brief papers, 2 keynotes, and three workshop papers have been rigorously reviewed and chosen for inclusion during this booklet. the themes of the papers are settled within the fields of (game-based) education, educating and studying, authoring instruments, cellular gaming, healthiness and rehabilitation, and citizen technological know-how. The papers handle a vast scope of matters, together with mechanisms and results of (Serious) video games, version and personalisation, neighborhood, cellular, and net studying and schooling functions, video game, reuse and evaluate, video game settings, forms of novices, challenge fixing etc.

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Extra info for Games for Training, Education, Health and Sports: 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. Proceedings

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Instead, they incorporate narrative elements to tie the player’s interactions with a specific theme and motivate the player to keep playing [25]. This in itself does not constitute a problem but it calls for further investigation as it could indicate potential gaps between practices in SG design and practices in design of related entertainment forms. It is also important to note that the focus here is to provide insights into the narrative-pedagogical mechanism. Preliminary findings indicate that Narrative Exposition (NE) is an important storytelling element as it is the first contact between an author and the audience.

For this purpose the GA module offers a three-step procedure for participations. Video Game Personalization via Social Media Participation 39 First, the game developer creates a new participation via the API. The only mandatory parameters are the headline question and the type of provided content (text, audio, video or proprietary). Other parameters allow setting pre-defined answers (choices), a timeout, the minimum and maximum number of selectable items and whether or not newly added answers (if enabled) are visible to others.

35–46, 2014. © Springer International Publishing Switzerland 2014 36 J. Konert, S. Göbel, and R. Steinmetz itself can increase immersion and acceptance of the Serious Game - and thus the acceptance of learning content integrated into the game [GWRS10]. Both, Social Media content and participation of other users in Online Social Networks are promising sources for personalization and individualization of game play experience for the player. Moreover, inviting befriended users to influence the game play, contribute own creative content and participate in the game play of the player is expected to increase awareness of players’ activities and achievements outside of the game, raise curiosity for the game among users not playing yet and not at least entertain the players’ social environment by the possibility to contribute in a creative way to their friends game play experience.

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