A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Back to Basics teaching movement is a change in teaching style that started in the 1970s after student scores declined on standardized tests and students were alleged to be exploring too many electives. This movement wanted to focus students on reading, writing and arithmetic and intensify the curriculum.) Clark C. Abt is credited for coining the term "serious games" in the 1970s, defined as games that have an "explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement." Abt also recognized that this "does not mean that serious games are not, or should not be, entertaining."
The early 2000s saw a surge in different types of educational games, especially those designed for the younger learner. Many of these games were not computer-based but took on the model of other traditional gaming systems both in the console and hand-held formats. In 1999, LeapFrog Enterprises introduced the LeapPad, which combined an interactive book with a cartridge and allowed kids to play games and interact with a paper-based book.
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A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals.
Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers (also called interactors) improvise with learners as part of a simulated scenario. Roleplay is designed primarily to build first-person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful technique across multiple avenues of training and education. Howard Barrows invented the model for medical patient role-playing in 1963 at University of Southern California.
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation.
As distribution shifts are inescapable in realistic clinical scenarios due to inconsistencies in imaging protocols, scanner vendors, and across different centers, well-trained deep models incur a domain generalization problem in unseen environments. Despit ...
PMLR2022
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A key element for the success of any game is its ability to produce a different experience at each round, thus keeping the player engagement high. This is particularly important for those games that also have a serious objective, such as gamified rehabilit ...
2020
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High-density surface electromyography (HDsEMG) allows noninvasive muscle monitoring and disease diagnosis. Clinical translation of current HDsEMG technologies is hampered by cost, limited scalability, low usability, and minimal spatial coverage. Here, this ...