Think! Evidence

Emotions in Serious Games: From Experience to Assessment

Show simple item record

dc.creator Luigi Anolli
dc.creator Fabrizia Mantovani
dc.creator Linda Confalonieri
dc.creator Antonio Ascolese
dc.creator L. Peveri
dc.date 2010-11-01T00:00:00Z
dc.date.accessioned 2015-08-12T11:21:30Z
dc.date.available 2015-08-12T11:21:30Z
dc.identifier 10.3991/ijet.v5s3.1496
dc.identifier 1863-0383
dc.identifier https://doaj.org/article/8efd689acdb14639958eed8ec78a5780
dc.identifier.uri http://evidence.thinkportal.org/handle/123456789/28993
dc.description 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.
dc.language English
dc.publisher kassel university press GmbH
dc.relation http://online-journals.org/i-jet/article/view/1496
dc.relation https://doaj.org/toc/1863-0383
dc.rights CC BY
dc.source International Journal of Emerging Technologies in Learning (iJET), Vol 5, Iss Si3: Serious Games, Pp 7-16 (2010)
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.title Emotions in Serious Games: From Experience to Assessment
dc.type article


Files in this item

Files Size Format View

There are no files associated with this item.

This item appears in the following Collection(s)

Show simple item record

Search Think! Evidence


Browse

My Account