PlayMancer: A Serious Gaming 3D Environment

A. Conconi, T. Ganchev, O. Kocsis, G. Papadopoulos, F. Fernández-Aranda, S. Jiménez-Murcia
{"title":"PlayMancer: A Serious Gaming 3D Environment","authors":"A. Conconi, T. Ganchev, O. Kocsis, G. Papadopoulos, F. Fernández-Aranda, S. Jiménez-Murcia","doi":"10.1109/AXMEDIS.2008.29","DOIUrl":null,"url":null,"abstract":"Serious games are computer games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards non-game events or processes, including business operations, training, marketing and advertisement. The potential of games for entertainment and learning has been demonstrated thoroughly from research and clearly in the market place. Unfortunately, the investments committed to entertainment dwarfs that which is committed for more serious purposes. Furthermore, game development has become more complex, expensive, and burdened with a long development cycle. In this paper we introduce PlayMancer, a work in progress that aims to overcome such barriers by augmenting existing 3D gaming engines with new possibilities and thusly creating a novel development framework. In section I of this paper we briefly survey the serious games market. In section II we introduce the PlayMancer project and its objectives, whereas in section III we present the platform architecture. Section VI describes an application scenario where a PlayMancer-based game is being used as additional therapeutic tool to treat chronic mental disorders, such as eating disorders and behavioral addiction.","PeriodicalId":250298,"journal":{"name":"2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"44","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AXMEDIS.2008.29","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 44

Abstract

Serious games are computer games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards non-game events or processes, including business operations, training, marketing and advertisement. The potential of games for entertainment and learning has been demonstrated thoroughly from research and clearly in the market place. Unfortunately, the investments committed to entertainment dwarfs that which is committed for more serious purposes. Furthermore, game development has become more complex, expensive, and burdened with a long development cycle. In this paper we introduce PlayMancer, a work in progress that aims to overcome such barriers by augmenting existing 3D gaming engines with new possibilities and thusly creating a novel development framework. In section I of this paper we briefly survey the serious games market. In section II we introduce the PlayMancer project and its objectives, whereas in section III we present the platform architecture. Section VI describes an application scenario where a PlayMancer-based game is being used as additional therapeutic tool to treat chronic mental disorders, such as eating disorders and behavioral addiction.
PlayMancer:一个严肃的游戏3D环境
严肃游戏是一种电脑游戏,它被用作教育技术或展示或推广一种观点的工具。严肃游戏旨在提供一种引人入胜、自我强化的环境,在其中激励和教育玩家参与非游戏事件或过程,包括商业运作、培训、营销和广告。游戏在娱乐和学习方面的潜力已经从研究和市场中得到了充分的证明。不幸的是,用于娱乐的投资使用于更严肃目的的投资相形见绌。此外,游戏开发变得越来越复杂,成本越来越高,开发周期也越来越长。在本文中,我们将介绍PlayMancer,这是一项正在进行的工作,旨在通过增加现有3D游戏引擎的新可能性来克服这些障碍,从而创建一个新的开发框架。在本文的第1部分中,我们将简要调查严肃游戏市场。在第二部分我们将介绍PlayMancer项目及其目标,而在第三部分我们将呈现平台架构。第六部分描述了基于playmancer的游戏被用作治疗慢性精神障碍(如饮食失调和行为成瘾)的额外治疗工具的应用场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信