Specification of users’ cognitive functions and emotions to promote their training through Serious games

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Claudia Gómez Llanez , Paola Vallejo , Jose Aguilar
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引用次数: 0

Abstract

Serious Games are gaining recognition as a powerful tool to promote education, specifically in organizational training processes, to achieve effective learning. In these learning processes, individuals must acquire specific cognitive and affective capacities depending on the organization’s objectives, which should be acquired through serious games. However, creating games that effectively train cognitive and affective skills requires a methodological approach to seamlessly integrate specific educational content, game mechanics, story, aesthetics, technology, and assessment tools, among other things. This paper presents a cognitive-affective model for conceptualizing the design of serious games. The model comprises cognitive and affective dimensions, each with its graphical notation, components, and behaviour. The cognitive dimension is based on neuroscience and game mechanics research, while the affective dimension is drawn from affective computing. This paper shows how the cognitive-affective model can guide the development of games that facilitate continuous training and generate cognitive/emotional experiences in specific situations. A case study highlights the model’s effectiveness in a gas explosion simulation explicitly designed for the mining sector. The model enables designers to create games that train users in risky situations, improving their behaviour in simulated dangerous situations in a safe environment. The model’s effectiveness was validated in two ways: 1) with a virtual SG and 2) through competition questions, which showed promising results.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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