ZOOM: A serious games intervention design model When games alone are not enough!

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Abstract

This article posits reflections from the author’s mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention. The model, first published in 2005, being emergent, has evolved to suggest being applicable beyond existing contexts and situations e.g. informal, non-formal and formal. Thus, to advance the model, third party review, applied use and assessment toward discussions of pluses, minuses and possible improvements is welcomed. Additionally, within the model a secondary emphasis argues briefly, but importantly, how researching applied contemporary ICT requires an additional specific research ethic consideration. To position these foci, the author’s research is first introduced.
Original languageEnglish
Title of host publication8th International Conference on Virtual Worlds and Games for Serious Applications = VS Games 2016
Number of pages6
PublisherIEEE Computer Society Press
Publication date7 Sep 2016
ISBN (Print)978-1-5090-2722-4
DOIs
Publication statusPublished - 7 Sep 2016
Event8th International Conference on Virtual Worlds and Games for Serious Applications - CosmoCaixa (Spain's premiere science musuem), Barcelona, Spain
Duration: 7 Sep 20169 Sep 2016
Conference number: 8
http://vsgames2016.com

Conference

Conference8th International Conference on Virtual Worlds and Games for Serious Applications
Number8
LocationCosmoCaixa (Spain's premiere science musuem)
CountrySpain
CityBarcelona
Period07/09/201609/09/2016
Internet address

Keywords

  • Virtual Interactive Space
  • Serious games design
  • Virtual Reality
  • Gesture-based Interaction
  • Health care
  • Ethics
  • Games
  • Intervention Design Model
  • Learning
  • Art & Technology
  • Cognition
  • Perception

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