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Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from... more
This article is concerned with attempts to pose videogames as solutions to systemic racism. The mobile app, Everyday Racism, is one such game. Its method is to directly address players as subjects of racism interpellating them as victims... more
Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or... more
This paper examines the development of a business simulation game for training and education in the area of supply chain management. The paper be- gins by identifying the need for an apparatus that could be used in... more
This presentation was designed for the EU's Joint Research Centre Knowledge for Growth (KfG) Unit. It provides an overview of recent foresight gaming projects undertaken by CPPFS and HRCFS in Hawaii, Singapore, Tonga, Macedonia, and... more
Abstract In Digital Game-Based Learning (2007), Marc Prensky defines the generation as " digital natives " , who spent time using computers and smart-devices and grew up mostly in a human-computer interaction. In addition, Prensky claims... more
Objective: A ‘serious game’ is the industry term for a game where the primary purpose of the game is not pure entertainment, such as games for health. The aim of this project was to design a novel, interactive, engaging, and accessible... more
Gambling is studied as a normal part of all cultures rather than a social or psychological problem.
Resumen: El artículo aborda el problema de la banalización con la que a veces se percibe el uso de técnicas e instrumentos gamificados en educación, desde una triple perspectiva: banalización de las técnicas en sí, banalización del objeto... more
(in press). In S. Tettegah & W. (D.) Huang. Emotions, Technology, and Games. New York: Elsevier. (Will be freely available for download through open access in October, 2015). ABSTRACT. Summary This case study challenges the assumption... more
How may we find new and engaging solutions for access to, and the application of, digital photo archives? Digitized collections continue to be relatively unused and unexploited, despite formidable investments over several decades.... more
In this chapter, the author presents a theoretical model for the study of how persuasive messages can be conveyed through digital games. The objective of developing this new theoretical model is to make visible how persuasiveness can be... more
Learning a new language is a challenging task. In many countries, students are encouraged to learn an international language at school level. In particular, English is the most widely used international language and is being taught at the... more
Boonstra, J.B., Dijk, M. van de, Tijhuis, E., Ros-Philipsen, S., Koopman, D., Uitdehaag, M., Groeneveld, S., & Jukema, J. (2019). Serious game Carion: Wijkverpleegkunde in een uitdagende leeromgeving. Onderwijs & Gezondheidszorg, 43(3),... more
Games zijn ontwikkeld voor de vrije tijd, maar kennen steeds vaker een meerwaarde voor in de geschiedenisles. In hoeverre kun je games op een zinvolle manier inzetten in je geschiedenisles? Wat is vandaag de dag de status van het... more
Objective: Competitive exercise games are popular in areas like rehabilitation and weight loss due to their positive effects on motivation. However, it is unclear whether a human opponent is necessary, as the same benefits may be... more
Video games represent one of the most popular forms of digital entertainment , but people who are blind or visually impaired end up having restricted access to these games. Discussions about digital accessibility and inclusion often end... more
Metaphorics in Polish political browser games pictures the browser games in the development process. The Reader learns about them as the metaphors of the political processes taking place in Poland in the years 2005-2013. The applications... more
Health professions education (HPE) is based on deliberate learning activities and clinical immersion to achieve clinical competence. Simulation is a tool that helps bridge the knowledge-to-action gap through deliberate learning. This... more
This paper it is offered as a roadmap and guide to the researchers and game developers approaching brain-controlled game. It reviews advancement made to date in this area considering the approach, techniques, tools and methods used to... more
The purpose of this paper is investigate if the use of 'serious games' with students can improve their knowledge acquisition and their academic performance . The research is an exploratory investigation resorting to the use of a serious... more
Report on a study of the developing serious gaming sector in Rotterdam (in Dutch). The city holds a number of promising devloping companies in the game industry, operating internationally, like @Ranj, DPDK, VSTEP and Redmax. The study... more
Simulation and gaming have emerged as promising tools in the context of crisis management, providing dynamic environments for education and research. In 1997, the Journal of Contingencies and Crisis Management devoted a special issue to... more
In recent years, there has been a great deal of research and pedagogical experimentation relating to the uses of technology in second and foreign language education. The majority of this research has usefully described and examined the... more
Les jeux en ligne se prêtent particulièrement à une utilisation comme outil d'apprentissage dans certaines matières qui demandent du temps et de la répétition. Ils permettent en effet des interactions avec d'autres, la simulation de... more
This paper examines the correspondences between the magical codes of the Renaissance wizard and the virtual “magic” produced by the coding of modern computer wizards, who use the information inherent in symbolic, programming... more
Live-action role-play (larp) has been named a “new performative art,” an immersive experience, and an educational tool, but it is much more: A playground of intermingling social and cultural realities, a door to new worlds. This paper... more
Referencia: Alfonso Méndiz, "Los serious games: Una alternativa a los juegos educativos"; en: E. Martínez Rodrigo (coord.) Interactividad digital. Nuevas estrategias en educación y comunicación, Madrid, EOS Universitaria, 2008, ISBN:... more
Two new trends in education: BYOD (bring your own device) and games and gamification are steadily being recognized and adopted by K12 and Higher Education practitioners. A team of faculty from two different countries, Bulgaria and the... more
Existe a necessidade de que a distância da educação pela Internet seja cada vez menor, essa distância não se refere à física, mas a da familiaridade do professor e do aluno, tanto a familiaridade com a plataforma que se utiliza e seus... more
This paper deliberates how gaming theory and technologies can be applied to historic architectural visualisation for educational use by museums and its pedagogical potentials. It presents a proposal for a pedagogical digital game,... more
There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing... more
In this paper we discuss the use of video games in the treatment of Intellectual Disabilities and how they can be adapted to allow any patient to undergo a therapy in autonomy. Intellectual Disability is a simple term that regroups... more
In recent years, organizations have expended considerable effort and resources to develop and improve managers' leadership skills through various forms of play. I explore the role of play in leadership development processes. Drawing on... more