Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini, D. Ametefe, A. A. Aliu, Aziz Caliskan
In this study we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems through the laws of levers. Although empirical findings around gamification studies remain largely inconclusive, it is still the go-to place for many who seek to improve motivation and engagement. The phenomenon uses game design elements and game principles to create better user experience on a system or activity. With the widespread of gamification across and beyond IS, the field of education and learning is one that has embraced it solemnly. Nevertheless, there is little to no consensus amongst researchers as to how to effectively apply it, and benefit from it. As such, the concept is yet entrenched; although popular. Hence, along the concept development, this study set out to review the setbacks of gamification in recent times, primarily focusing on the current inconsistencies of empirical outcomes and how these challenges can be mitigated. We discovered that the overreliance of developers on narrow models is a culprit for failed gamification. Shallow gamification design which centres around the so-called “BPL gamification” is a source of failure, as it has become a copy-and-paste cliché, rather than a deliberate contextual design. Inordinate selection, and application of game elements to a system/activity is toppling gamification too. This was found to also create imbalances in both extrinsic and intrinsic motivation thereby leading to what is known as “Overjustification effect”, which is a big killer of gamification today.
{"title":"Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems: Immersive Gamification in Muhamad Khairulnizam ZainiLearning System","authors":"Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini, D. Ametefe, A. A. Aliu, Aziz Caliskan","doi":"10.17083/ijsg.v10i3.633","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.633","url":null,"abstract":"In this study we developed a concept for balancing extrinsic rewards and intrinsic motivation in gamified learning systems through the laws of levers. Although empirical findings around gamification studies remain largely inconclusive, it is still the go-to place for many who seek to improve motivation and engagement. The phenomenon uses game design elements and game principles to create better user experience on a system or activity. With the widespread of gamification across and beyond IS, the field of education and learning is one that has embraced it solemnly. Nevertheless, there is little to no consensus amongst researchers as to how to effectively apply it, and benefit from it. As such, the concept is yet entrenched; although popular. Hence, along the concept development, this study set out to review the setbacks of gamification in recent times, primarily focusing on the current inconsistencies of empirical outcomes and how these challenges can be mitigated. We discovered that the overreliance of developers on narrow models is a culprit for failed gamification. Shallow gamification design which centres around the so-called “BPL gamification” is a source of failure, as it has become a copy-and-paste cliché, rather than a deliberate contextual design. Inordinate selection, and application of game elements to a system/activity is toppling gamification too. This was found to also create imbalances in both extrinsic and intrinsic motivation thereby leading to what is known as “Overjustification effect”, which is a big killer of gamification today. \u0000 ","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"83-116"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68119666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.
{"title":"Predictors of Flow Experience and Knowledge Acquisition in a STEM Game","authors":"Jiahui Wang","doi":"10.17083/ijsg.v10i3.619","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.619","url":null,"abstract":"Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"67-82"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68118410","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Editorial of the International Journal of Serious Games, Vol. 10, No. 3.
《国际严肃游戏杂志》社论,第10卷第3期。
{"title":"Editorial, Vol. 10, No. 3","authors":"Francesco Bellotti","doi":"10.17083/ijsg.v10i3.676","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.676","url":null,"abstract":"Editorial of the International Journal of Serious Games, Vol. 10, No. 3.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"1-2"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68119150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yew Ken Heng, Jasy Suet Yan Liew, M. Abdullah, Ying Tang, Nathan R. Prestopnik
Games have shown successful intervention outcomes and can be used to complement the treatment of anxiety disorders. However, current serious game solutions are designed to be task-based rather than story-based. We present ReWIND, a serious role-playing game (RPG) applying cognitive behavioral therapy (CBT) to design anxiety-relevant storylines and game mechanics. ReWIND advances state-of-the-art mental health games by seamlessly integrating CBT elements and strategies into the game’s storytelling so players can learn how CBT is applied in anxiety scenarios as they play through the game. Our goal is to examine the effectiveness of ReWIND in improving cognitive emotion regulation and anxiety disorders. Through a randomized controlled trial, 40 participants were recruited, of whom half were randomly assigned to play ReWIND while the others worked on a non-game task. Anxiety and cognitive emotion regulation levels were measured before and after the interventions. Our findings show ReWIND significantly reduces the severity level of anxiety symptoms and trait anxiety levels and increases perceived control of anxiety better than the non-game task. ReWIND also obtained positive ratings for its usability and practicality in real life, helping participants to cope better with anxiety disorders.
{"title":"ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder","authors":"Yew Ken Heng, Jasy Suet Yan Liew, M. Abdullah, Ying Tang, Nathan R. Prestopnik","doi":"10.17083/ijsg.v10i3.603","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.603","url":null,"abstract":"Games have shown successful intervention outcomes and can be used to complement the treatment of anxiety disorders. However, current serious game solutions are designed to be task-based rather than story-based. We present ReWIND, a serious role-playing game (RPG) applying cognitive behavioral therapy (CBT) to design anxiety-relevant storylines and game mechanics. ReWIND advances state-of-the-art mental health games by seamlessly integrating CBT elements and strategies into the game’s storytelling so players can learn how CBT is applied in anxiety scenarios as they play through the game. Our goal is to examine the effectiveness of ReWIND in improving cognitive emotion regulation and anxiety disorders. Through a randomized controlled trial, 40 participants were recruited, of whom half were randomly assigned to play ReWIND while the others worked on a non-game task. Anxiety and cognitive emotion regulation levels were measured before and after the interventions. Our findings show ReWIND significantly reduces the severity level of anxiety symptoms and trait anxiety levels and increases perceived control of anxiety better than the non-game task. ReWIND also obtained positive ratings for its usability and practicality in real life, helping participants to cope better with anxiety disorders.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"43-65"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68118347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Say, H. Altunel, Mehmet Kosa, Müjde Koca-Atabey
The value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer’s experiences. The objective of this study is to qualitatively evaluate developers’ experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi-structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload. The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.
{"title":"Evaluation of an industrial case of gamification in software quality improvement","authors":"B. Say, H. Altunel, Mehmet Kosa, Müjde Koca-Atabey","doi":"10.17083/ijsg.v10i3.594","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.594","url":null,"abstract":"The value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer’s experiences. The objective of this study is to qualitatively evaluate developers’ experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi-structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload. The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 1","pages":"23-42"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68118111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ernesto Pacheco Velazquez, M. Ramírez-Montoya, David Salinas-Navarro
This research delves into the use of simulation games as a learning tool in logistics education, with a focus on the Logistics Simulator and Production Game Simulator. Through an analysis of these two cases, relevant findings were uncovered. Firstly, simulation games can recreate concrete experiences, allowing students to engage with challenging problems in a practical manner. In addition, simulation games offer a platform for experimentation with diverse scenarios, enabling students to hone their decision-making skills in a safe environment. Furthermore, the degree of motivation and engagement exhibited by students was found to be positively correlated with their experience gained through simulators. However, while the results obtained from the simulator were associated with student motivation and engagement, the study did not yield conclusive evidence in terms of student learning outcomes. The findings underscore the significance of employing strategies that enhance student motivation and support deep learning, thereby enabling students to apply and transfer knowledge to new situations. Notably, simulation games have great potential in logistics education as they facilitate faster and more enjoyable comprehension of key decision-making factors. Nevertheless, limitations of this study include the small sample size in both cases, which restricts generalizability, and the lack of consideration for sociodemographic factors in the baseline survey. Future research should address these limitations for more reliable findings on the specific needs of students in game-based and experiential learning contexts.
{"title":"Serious Games and Experiential Learning: Options for Engineering Education","authors":"Ernesto Pacheco Velazquez, M. Ramírez-Montoya, David Salinas-Navarro","doi":"10.17083/ijsg.v10i3.593","DOIUrl":"https://doi.org/10.17083/ijsg.v10i3.593","url":null,"abstract":"This research delves into the use of simulation games as a learning tool in logistics education, with a focus on the Logistics Simulator and Production Game Simulator. Through an analysis of these two cases, relevant findings were uncovered. Firstly, simulation games can recreate concrete experiences, allowing students to engage with challenging problems in a practical manner. In addition, simulation games offer a platform for experimentation with diverse scenarios, enabling students to hone their decision-making skills in a safe environment. Furthermore, the degree of motivation and engagement exhibited by students was found to be positively correlated with their experience gained through simulators. However, while the results obtained from the simulator were associated with student motivation and engagement, the study did not yield conclusive evidence in terms of student learning outcomes. The findings underscore the significance of employing strategies that enhance student motivation and support deep learning, thereby enabling students to apply and transfer knowledge to new situations. Notably, simulation games have great potential in logistics education as they facilitate faster and more enjoyable comprehension of key decision-making factors. Nevertheless, limitations of this study include the small sample size in both cases, which restricts generalizability, and the lack of consideration for sociodemographic factors in the baseline survey. Future research should address these limitations for more reliable findings on the specific needs of students in game-based and experiential learning contexts.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"1242 1","pages":"3-21"},"PeriodicalIF":1.2,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68118588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (called Super G), along with other computer-based cognitive tests, was originally developed to be completed on a computer, many people (including older adults) have been shown to access the internet through a mobile device. Thus, to improve the generalizability of our online motor skill learning game, it must not only be compatible with mobile devices but also yield replicable effects of various participant characteristics on performance relative to the computer-based version. It is unknown if age and sex differentially affect game performance as a function of device type (keyboard versus touchscreen control). Thus, the purpose of this study was to investigate if device type modifies the established effects of age and sex on performance. Although there was a main effect of device on performance, this effect did not alter the overall relationship between performance vs. age or sex. This establishes that Super G can now effectively be extended to both computer and mobile platforms to further test for dementia risk factors.
{"title":"Age and sex effects on Super G performance are consistent across internet devices.","authors":"Andrew Hooyman, Sydney Y Schaefer","doi":"10.17083/ijsg.v10i2.598","DOIUrl":"10.17083/ijsg.v10i2.598","url":null,"abstract":"<p><p>There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (called Super G), along with other computer-based cognitive tests, was originally developed to be completed on a computer, many people (including older adults) have been shown to access the internet through a mobile device. Thus, to improve the generalizability of our online motor skill learning game, it must not only be compatible with mobile devices but also yield replicable effects of various participant characteristics on performance relative to the computer-based version. It is unknown if age and sex differentially affect game performance as a function of device type (keyboard versus touchscreen control). Thus, the purpose of this study was to investigate if device type modifies the established effects of age and sex on performance. Although there was a main effect of device on performance, this effect did not alter the overall relationship between performance vs. age or sex. This establishes that Super G can now effectively be extended to both computer and mobile platforms to further test for dementia risk factors.</p>","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"10 2","pages":"25-36"},"PeriodicalIF":1.6,"publicationDate":"2023-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10578419/pdf/nihms-1932511.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41239633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The game orchestration by the game master during a game-based learning session requires to (1) collect data from player interactions, (2) visualize indicators built with this data, (3) take decisions regarding the monitoring of the activity and (4) interact with players. The complexity of this monitoring increases with mixed-reality games due to the multiplicity of possible interactions with tangible and digital game elements. This article deals with playing analytics and the design of a digital companion to help a game master to orchestrate Geome, a mixed-reality game dedicated to museum school visits. The prototype is the result of a co-design process between researchers, practitioners, and computer scientists. This work allowed us to (1) define the interactions established during the use of the game that should be traced for the game master and (2) test the prototype with 3 classes (12-15 years old). We found that, while the players play the game as intended using most of the features, the game master makes little use of his dashboard and doesn’t interact with players through the dedicated interface.
{"title":"Toward a Digital Companion to Monitor a Mixed Reality Game","authors":"Bonnat Catherine, Eric Sanchez","doi":"10.17083/ijsg.v9i3.504","DOIUrl":"https://doi.org/10.17083/ijsg.v9i3.504","url":null,"abstract":"The game orchestration by the game master during a game-based learning session requires to (1) collect data from player interactions, (2) visualize indicators built with this data, (3) take decisions regarding the monitoring of the activity and (4) interact with players. The complexity of this monitoring increases with mixed-reality games due to the multiplicity of possible interactions with tangible and digital game elements. This article deals with playing analytics and the design of a digital companion to help a game master to orchestrate Geome, a mixed-reality game dedicated to museum school visits. The prototype is the result of a co-design process between researchers, practitioners, and computer scientists. This work allowed us to (1) define the interactions established during the use of the game that should be traced for the game master and (2) test the prototype with 3 classes (12-15 years old). We found that, while the players play the game as intended using most of the features, the game master makes little use of his dashboard and doesn’t interact with players through the dedicated interface.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"27 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2022-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80791079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Devottam Gaurav, Yash Kaushik, S. Supraja, Manav Yadav, M. Gupta, Manmohan Chaturvedi
Use of serious games to teach concepts of various important topics including Cybersecurity is growing. With enhanced learning outcome and user experience, the player is likely to gain from engaging in game play. We report an empirical comparison of two cybersecurity games namely ; Use of Firewalls for network protection and concepts of Structured Query Language (SQL) injections to get unauthorised access to online databases. We have designed these games in two versions. The version without using adaptive features provide a baseline to compare efficacy of the machine learning based adaptive game while comparing the learning outcomes and user experience (UX). The efficacy of the Machine Learning (ML) agent in providing the adaptability to the game play is based on classification of player to two categories viz. Beginner and Expert using historical player data on three relevant attributes. The game dynamics is changed based on the player classification to ensure that game challenge is optimally suited to player type and the player continues to experience playful flow in different stages of the game. The analysis of the results in terms of objective evaluation of learning outcomes and subjective feedback from players for UX tend to show a marginal improvement by introduction of adaptive behaviour in both games.
{"title":"Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome","authors":"Devottam Gaurav, Yash Kaushik, S. Supraja, Manav Yadav, M. Gupta, Manmohan Chaturvedi","doi":"10.17083/ijsg.v9i2.486","DOIUrl":"https://doi.org/10.17083/ijsg.v9i2.486","url":null,"abstract":"Use of serious games to teach concepts of various important topics including Cybersecurity is growing. With enhanced learning outcome and user experience, the player is likely to gain from engaging in game play. We report an empirical comparison of two cybersecurity games namely ; Use of Firewalls for network protection and concepts of Structured Query Language (SQL) injections to get unauthorised access to online databases. We have designed these games in two versions. The version without using adaptive features provide a baseline to compare efficacy of the machine learning based adaptive game while comparing the learning outcomes and user experience (UX). The efficacy of the Machine Learning (ML) agent in providing the adaptability to the game play is based on classification of player to two categories viz. Beginner and Expert using historical player data on three relevant attributes. The game dynamics is changed based on the player classification to ensure that game challenge is optimally suited to player type and the player continues to experience playful flow in different stages of the game. The analysis of the results in terms of objective evaluation of learning outcomes and subjective feedback from players for UX tend to show a marginal improvement by introduction of adaptive behaviour in both games.","PeriodicalId":44800,"journal":{"name":"International Journal of Serious Games","volume":"9 1","pages":"27-42"},"PeriodicalIF":1.2,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68120486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}