How can a group be empowered to improve their ability to make
decisions while also reinforcing the group's intended values,
beliefs, and behaviors? Like positive reinforcement, which
introduces a desirable or pleasant stimulus after a behavior has
been completed and has been found to be effective for reinforcing
such behavior, serious games introduce the behavior as a pleasant
experience through engagement and entertainment. Where positive
reinforcement relies heavily on the willpower of the subject to
complete the behavior on their own, serious games introduce a
motivational factor from the beginning of the behavior. Serious
games are designed for purposes other than entertainment, such as
training, learning, creating awareness, or behavior transformation
through the introduction of content, topics, narratives, rules, and
goals. They are immersive, engaging, and enjoyable, which enhances
motivation and learning. The development of serious games is
grounded in theoretical backgrounds, such as motivation,
constructivism, flow experience, problem-based learning, and
learning by doing. This method has been used in a variety of
industries, including education, healthcare, military, policy
analysis, and business functions such as marketing or financial
purposes. They facilitate problem solving through challenges and
rewards and use entertainment and engagement components. Serious
games can address specific skills for many domains, foster
collaboration, provide risk-free environments, and be used as
analytical tools for educational research. They reinforce intended
values, beliefs, and behaviors of players while conveying
knowledge, skills, and attitudes, providing an integrated and
effective approach to the transformation of an individual, group,
or organization. Decision-Making Capabilities Improvement With
Serious Games: Research and Practice discusses the use of advanced
technologies including extended and immersive reality, digital
twins, augmented reality (AR), virtual reality (VR), mixed reality
(MR), and IoT sensors to improve decision-making skills and
learning through serious games. This book discusses user
engagement, game adaptation, content adaptation, and sensor
technology. It showcases how to increase decision-making skills in
individuals and organizations and incorporates the latest
developments in artificial intelligence and machine learning. Led
by experts with over 20 years of experience and covering topics
such as serious game design, intelligent content adaptation, and
machine learning algorithms. This book is designed for
professionals in education, instructional designers, curriculum
developers, program developers, administrators, educational
software developers, policymakers, researchers, training
professionals, privacy practitioners, government officials,
consultants, IT researchers, academicians, and students.
General
Imprint: |
IGI Global
|
Country of origin: |
United States |
Release date: |
June 2023 |
Editors: |
Anacleto Correia
• Mário Simões-Marques
|
Dimensions: |
254 x 178mm (L x W) |
Pages: |
310 |
ISBN-13: |
978-1-66849-166-9 |
Categories: |
Books
|
LSN: |
1-66849-166-4 |
Barcode: |
9781668491669 |
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!