Emotions in Serious Games: From Experience to Assessment
Autor: | L. Peveri, Fabrizia Mantovani, Antonio Ascolese, L Anolli, Linda Confalonieri |
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Přispěvatelé: | Anolli, L, Mantovani, F, Confalonieri, L, Ascolese, A, Peveri, L |
Jazyk: | angličtina |
Rok vydání: | 2010 |
Předmět: |
Game mechanics
Focus (computing) Multimedia lcsh:T58.5-58.64 business.industry Computer science Process (engineering) lcsh:Information technology Internet privacy General Engineering ComputingMilieux_PERSONALCOMPUTING computer.software_genre Education Entertainment Appropriation Learning opportunities Leverage (negotiation) emotions multimodality Serious Games Affective Gaming M-PSI/01 - PSICOLOGIA GENERALE Affective computing business lcsh:L computer lcsh:Education |
Zdroj: | International Journal of Emerging Technologies in Learning (iJET), Vol 5, Iss Si3: Serious Games, Pp 7-16 (2010) |
ISSN: | 1863-0383 |
Popis: | Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game aspects and pedagogical elements at the same time. Among the different assets that Serious Games provide for learning, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. We will first outline the specific features of learning opportunities offered by Serious Games considering the involvement of emotions in this learning process. The following part of the paper will be dedicated to the description of the methods for the analysis of the emotional experience of SG users. Finally, we will explore a new promising research direction concerning the use of Affective Computing in Serious Games. |
Databáze: | OpenAIRE |
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