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Empowering vulnerable target groups with serious games and gamification
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-01-05 , DOI: 10.1016/j.entcom.2020.100402
L.M. van der Lubbe , C. Gerritsen , M.C.A. Klein , K.V. Hindriks

Serious games and gamification is a popular and growing field, commercially and for academic research. This paper aims to give an overview of a specific domain within the field of serious gaming and gamification; the field of serious games and gamification to empower vulnerable target groups. This overview contributes to a better understanding of this field, by identifying different vulnerable groups and empowerment methods with their own characteristics. From this overview a gap in the existing research can be identified: complex, more indirect, vulnerabilities are not covered in existing research. Moreover, opportunities lie in creating more standardized ways of describing games, enhancing the generalizability of the research. To introduce what distinguishes this specific sub field of serious games and gamification research from other fields, an overview which distinguishes games based on their objective. With the use of a structured literature review, this field is further studied. Next, the identified empowerment methods are studied in more detail, describing the technology, game mechanics and study results found in the literature research. The results of the found studies are often positive, but the generalizability of the results is often limited.



中文翻译:

通过认真的游戏和游戏化为弱势目标群体赋权

严肃的游戏和游戏化在商业上和学术研究上都是一个受欢迎且不断发展的领域。本文旨在概述严肃游戏和游戏化领域中的特定领域。严肃游戏和游戏化领域,以增强弱势目标群体的能力。通过识别不同的弱势群体和具有自己特征的赋权方法,本概述有助于更好地理解该领域。从此概述中,可以确定现有研究中的空白:现有研究中没有涵盖复杂,更间接的漏洞。此外,机遇在于创造更多标准化的游戏描述方式,从而增强研究的可概括性。要介绍区别严肃游戏和游戏化研究这一特定子领域与其他领域的区别,根据游戏目标区分游戏的概述。通过使用结构化文献综述,对该领域进行了进一步研究。接下来,将对确定的授权方法进行更详细的研究,描述技术,游戏机制和文献研究中发现的研究结果。发现的研究结果通常是积极的,但结果的可推广性通常受到限制。

更新日期:2021-01-20
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