(1) Background: serious games seem to show promising strategies to promote treatment compliance and motivate behavior changes, and some studies have proven to contribute to the literature on serious games. (2) Methods: this systematic review aimed to analyze the effect of serious games in promoting healthy eating behaviors, effectively preventing childhood obesity, and improving physical activity in children. F...
O papel da tecnologia no âmbito educacional tem sido objeto de um debate considerável na atualidade. Uma abundância de literatura, composta por livros, artigos, estudos e intervenções públicas de especialistas em educação e tecnologia, tem contribuído para uma polarização de posições que não se coaduna com a necessidade de uma integração de ambas as vertentes, essencial para uma instituição de ensino que aspira...
(1) Background: serious games seem to show promising strategies to promote treatment compliance and motivate behavior changes, and some studies have proven to contribute to the literature on serious games. (2) Methods: this systematic review aimed to analyze the effect of serious games in promoting healthy eating behaviors, effectively preventing childhood obesity, and improving physical activity in children. F...
There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among ...
The peak-end rule is a psychological heuristic that describes how people remember experiences based on the most extreme or peak moment, and on the final moment. This experience tends to influence people in how they judge the overall quality of something, particularly in video games. The most intense and/or exciting moment of the game, and its conclusion, are the important factors in determining the player’s wil...
The Covid-19 pandemic has devastated the world and several cases of emergence or increase in anxiety and depression levels have negatively affected the quality of life of individuals. As a promising response to this problem, serious games have become attractive and innovative tools for several areas, including health. Therefore, this research aims to analyze serious games that have been used to combat/improve d...
Keeping players in a video game until its completion has been a challenging task for the industry since there are many reasons for quitting video games. Motivation and the experience of flow are important factors in game completion, as they contribute to the enjoyment and retention of players' attention. Consequently, players who reach a state of flow become highly engaged and motivated to continue playing. Bas...
Throughout the past years we have seen games with augmented reality (Arnold, 2017), board games using smartphones as assisting tools (J. Rogerson et al., 2021), and tablets being used as boards (Mora et al., 2016), or even games using real food – edible games (Sandercock, 2019; Wei & Cheok, 2012). This combination of physical and digital components presents new and unimagined possibilities to game designers. A ...