Games and Learning Alliance: 4th International Conference, by Alessandro de Gloria, Remco Veltkamp

By Alessandro de Gloria, Remco Veltkamp

This e-book constitutes the refereed complaints of the 4th overseas convention on video games and studying Alliance, GALA 2015, held in Rome, Italy, in December 2015.

The 33 revised complete papers and 15 brief papers provided have been conscientiously reviewed and chosen from 102 submissions. The papers awarded hide various facets and information fields. they're grouped round the following themes: video games for wellbeing and fitness, video games for mobility, pervasive gaming and concrete mobility.

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Extra info for Games and Learning Alliance: 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers

Example text

In recent years smartphones, tablets and social media have radically changed the media landscape outside school. Teachers, learners and parents urge schools to include these media in their school lessons and curriculum. The financial barriers for game development have receded as advanced tools for graphics design, media production and game creation have become accessible at low cost indeed some are available free of charge. There is increasing, empirical evidence of the effectiveness of serious games for learning and teaching [6], which is a critical factor in the acceptance of games as a learning tool.

Participation in discussions is fundamentally for the collaborative decision making process. 77 % of the participants perceived the game elements were made intelligible. Consequently the design of D-CITE successfully supports the comprehension and the match flow of the game. During further playtests questions about the design of D-CITE were also asked, but the analyzation of the design of D-CITE is not focused in this paper. 30 M. Freese and S. Drees 3 Discussion In summary, it could be illustrated that the cooperation of different stakeholder groups with divergent goals at an airport is very important because the whole system would fail, if only individual optimization is the base for decision-making.

As RAGE aims to introduce a wide range of innovative technologies in the gaming sector the primary goal of our study is to understand the game studios’ practices, strategies and expectations with regard to emerging technologies and to clarify how game studios - as part of technology-driven creative industries - balance production routines and innovative approaches. Figure 1 presents the conceptual model that was used for guiding this survey. Placing the game studios at the centre, it is important to collect details about (1) the games they deliver and (2) the customers and end-users that will use the games.

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