scholarly journals Serious games as a tool for physical impairment rehabilitation: a review (Preprint)

2020 ◽  
Author(s):  
André Perrotta ◽  
Catarina Vieira ◽  
João Novais ◽  
Carla Pais-Vieira

BACKGROUND Videogames is an integral part of contemporary culture. Like music, television and smartphones, videogames are ubiquitous. Consequently, their use as tools in the context of healthcare is not only desirable, but also, unavoidable. OBJECTIVE To review the use of serious games as a tool for physical rehabilitation. METHODS Systematic literature review of Google Scholar and Cochrane databases. RESULTS 26 related articles were found, from which 12 that presented actual results were analyzed. CONCLUSIONS The use of serious games shows better patient adherence and compliance in therapy sessions. The use of custom developed games, versus commercial off-the-shelf games tends to give better medical results even though commercial games are more motivating and engaging.

2018 ◽  
Vol 127 ◽  
pp. 252-266 ◽  
Author(s):  
Zhenan Feng ◽  
Vicente A. González ◽  
Robert Amor ◽  
Ruggiero Lovreglio ◽  
Guillermo Cabrera-Guerrero

Author(s):  
Jéssica David Dias ◽  
Aline Natalia Domingues ◽  
Chris Mayara Tibes ◽  
Silvia Helena Zem-Mascarenhas ◽  
Luciana Mara Monti Fonseca

ABSTRACT Objectives: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. Method: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. Results: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. Conclusion: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.


Gamification ◽  
2015 ◽  
pp. 515-540
Author(s):  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Yaëlle Chaudy ◽  
Elizabeth Boyle ◽  
Richard Beeby ◽  
...  

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.


2020 ◽  
Vol 10 (21) ◽  
pp. 7859 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Sergio Luján-Mora

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.


2016 ◽  
Vol 94 ◽  
pp. 178-192 ◽  
Author(s):  
Elizabeth A. Boyle ◽  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Grant Gray ◽  
Jeffrey Earp ◽  
...  

Author(s):  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Yaëlle Chaudy ◽  
Elizabeth Boyle ◽  
Richard Beeby ◽  
...  

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Thiago Machado Leitão ◽  
Leonardo Luiz Lima Navarro ◽  
Renato Flórido Cameira ◽  
Edison Renato Silva

PurposeThis study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.Design/methodology/approachWe followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.FindingsWe found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased.Research limitations/implicationsFuture research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives.Originality/valueThis is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.


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