Activities per year
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 language | English |
|---|---|
| Title of host publication | 8th International Conference on Virtual Worlds and Games for Serious Applications = VS Games 2016 |
| Number of pages | 6 |
| Publisher | IEEE Computer Society Press |
| Publication date | 7 Sept 2016 |
| ISBN (Print) | 978-1-5090-2722-4 |
| DOIs | |
| Publication status | Published - 7 Sept 2016 |
| Event | 8th International Conference on Virtual Worlds and Games for Serious Applications - CosmoCaixa (Spain's premiere science musuem), Barcelona, Spain Duration: 7 Sept 2016 → 9 Sept 2016 Conference number: 8 http://vsgames2016.com |
Conference
| Conference | 8th International Conference on Virtual Worlds and Games for Serious Applications |
|---|---|
| Number | 8 |
| Location | CosmoCaixa (Spain's premiere science musuem) |
| Country/Territory | Spain |
| City | Barcelona |
| Period | 07/09/2016 → 09/09/2016 |
| 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
Fingerprint
Dive into the research topics of 'ZOOM: A serious games intervention design model When games alone are not enough!'. Together they form a unique fingerprint.Activities
- 1 Talks and presentations in private or public companies
-
Keynote speaker at the 8th International Conference on Virtual Worlds and Games for Serious Applications - VS-Games 2016 - hosted at Barcelona's CosmoCaixa, one of Europe's premier science museums (http://vsgames2016.com/)
Brooks, A. L. (Speaker)
7 Sept 2016Activity: Talks and presentations › Talks and presentations in private or public companies
File
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver