2020 International Serious Games Symposium (ISGS)最新文献

筛选
英文 中文
ISGS 2020 Paper List ISGS 2020论文目录
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375242
{"title":"ISGS 2020 Paper List","authors":"","doi":"10.1109/isgs51981.2020.9375242","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375242","url":null,"abstract":"","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133639240","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
ISGS 2020 Cover Page ISGS 2020封面
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375354
{"title":"ISGS 2020 Cover Page","authors":"","doi":"10.1109/isgs51981.2020.9375354","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375354","url":null,"abstract":"","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131005954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The effectiveness of ABFT-Based Parenting Training via Cell Phone on parent-adolescent conflict: a single case study 基于abft的手机教养训练对亲子冲突的效果:个案研究
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375430
Hamide Mohammadinasab, Mohammad Mazaheri, Morteza Reazaeizade, M. Heydari
{"title":"The effectiveness of ABFT-Based Parenting Training via Cell Phone on parent-adolescent conflict: a single case study","authors":"Hamide Mohammadinasab, Mohammad Mazaheri, Morteza Reazaeizade, M. Heydari","doi":"10.1109/ISGS51981.2020.9375430","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375430","url":null,"abstract":"Introduction: Parent-adolescent conflicts are a growing concern for the well-being of both adolescents and parents. The present study aimed to investigate the effectiveness of parenting training by mobile health to reduce the frequency and intensity of the parent-adolescent conflict.Research Method: This study was a single-subject research design with a convenient sampling method. Four families with adolescents (two having girls and two having boys) were randomly selected and completed the parent-adolescent conflict questionnaire both before and after training. A set of 16 films including 6 documentaries showing some parents’ concerns and 10 films by psychologists who were experts in attachment-based family therapy, were shown to parents.Results: The findings showed a significant decline (p < 0.05) in the scores of parent-adolescent conflicts over discipline, commuting rules, education, family relations, and leisure.Conclusion: Parenting training for adolescents based on ABFT via cell phones had a significant effect on the reduction of the frequency and intensity of the conflicts between parents and children. Training by mobile phones is considered an economic, available, and effective tool.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130812452","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Effects of Computerized Cognitive Rehabilitation on the Working Memory of Opioid-dependent Patients 计算机认知康复对阿片类药物依赖患者工作记忆的影响
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375320
Milad Taksibi, Leila Kashani-Vahid, Samira Vakili, Hadi Moradi
{"title":"Effects of Computerized Cognitive Rehabilitation on the Working Memory of Opioid-dependent Patients","authors":"Milad Taksibi, Leila Kashani-Vahid, Samira Vakili, Hadi Moradi","doi":"10.1109/isgs51981.2020.9375320","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375320","url":null,"abstract":"Substance abuse and drug dependency is one of the biggest dangers of the today’s world. It dramatically decreases cognitive functions, and that in turn leads to more dangers to the addicted individual and the community in general. For the drug dependent individuals who want to leave the addiction behind, getting back their cognitive functions is critical, especially for the other treatment to be successful, making sure that the patient will make safe decisions and stay drug-free. There are many methods for doing this and using video games for cognitive rehabilitation is one of the newest ones. The purpose of this study was to investigate the effects of computerized cognitive rehabilitation on the working memory of opioid-dependent patients. The method of this research was quasi-experimental with pre and post-test plan in two experimental and control groups. The statistical population of this study comprised of opioid-dependent patients referred to an addiction treatment center in Tehran, from which 20 people (10 in the control group and 10 in the experimental group) were selected and randomly assigned to the experimental and the control group. The instrument used was sub-scales of Wechsler intelligence scale, including the substitution of numbers and symbols and the substitution of numbers and letters. After the pretest, the intervention stage was performed in which the experimental group received training through cognitive computer games, which was performed in 24 sessions. Then, in the last training session, the post-test was taken from both groups and finally, data analysis was performed using Analysis of Covariance (ANCOVA). The results showed that cognitive computerized rehabilitation is effective in increasing the working memory of opioid-dependent patients. These results have important implications for cognitive rehabilitation training and therapeutic interventions to promote working memory, so that center specialists can use this method along with other therapeutic interventions to help these patients get back their cognitive functions necessary to come back to the society and life successfully.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"595 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123324017","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
ISGS 2020 Scientific Committee List ISGS 2020科学委员会名单
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375294
{"title":"ISGS 2020 Scientific Committee List","authors":"","doi":"10.1109/isgs51981.2020.9375294","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375294","url":null,"abstract":"","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124204171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Comparison of the effectiveness of cognitive rehabilitation programs of Brain training and Cogni Plus on cognitive skills of students with Attention Deficit Hyperactivity Disorder 脑训练与Cogni Plus认知康复方案对注意缺陷多动障碍学生认知技能的效果比较
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375349
Farideh Hajiheidary, Mansore Shahriari Ahmadi, H. Ashayeri, M. Estaki
{"title":"Comparison of the effectiveness of cognitive rehabilitation programs of Brain training and Cogni Plus on cognitive skills of students with Attention Deficit Hyperactivity Disorder","authors":"Farideh Hajiheidary, Mansore Shahriari Ahmadi, H. Ashayeri, M. Estaki","doi":"10.1109/isgs51981.2020.9375349","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375349","url":null,"abstract":"the aim of this study was to compare the effectiveness of two serious games “Brain train” and “cogni_plus” on improving the performance of sustained auditory and visual attention in children with ADHD. Method: The method of the present study was quasi-experimental. The sample group of the present study consisted of 45 second to sixth grade students who received a diagnosis of Attention Deficit / Hyperactivity Disorder. Of these, 30 were in the experimental group, which were randomly assigned to the “Brain train” and “cogni_plus” game groups, and 15 were placed in the control group without intervention. Both experimental groups received three sessions per week for eight weeks and a total of 24 sessions by computer-trained therapists in the field of cognitive rehabilitation separately with the game “Brain train” and “cogni_plus” and the control group did not receive any training program. The performance of all three groups in cognitive functions was assessed by sustained auditory and visual attention before and after cognitive training programs by integrated visual-auditory performance test. The collected data were analyzed by analysis of covariance using LSD post hoc test. Results: The results of data analysis showed a significant improvement in the performance of the two experimental groups compared to the control group in the measured components (p <0.05). Also, no significant difference was observed between the two experimental groups in improving the performance of sustained auditory attention speed (p <0.05). However, in terms of stable visual attention, the cogni_plus group performed better than the brain training group (p <0.05). Conclusion: In general, the obtained results indicate the effectiveness of serious games used in the present study on improving the attention span of children with ADHD. In addition, the results show that the “cogni_plus” in terms of strengthening visual cognitive skills perform better than the “Brain train”.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"394 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127594220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Serious Game Designed to Simulates Coronavirus Transmission 一个模拟冠状病毒传播的严肃游戏
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375463
Mohammadreza Mohmmadnejad, M. Dorrigiv, F. Yaghmaee
{"title":"A Serious Game Designed to Simulates Coronavirus Transmission","authors":"Mohammadreza Mohmmadnejad, M. Dorrigiv, F. Yaghmaee","doi":"10.1109/ISGS51981.2020.9375463","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375463","url":null,"abstract":"This paper describes REACTION, a serious game design that attempts to simulate how the coronavirus is transmitted to the university environment. REACTION intends to use the potential of the game players to answer the following important questions. Who should be vaccinated? When should lockdown be applied? and how many people should be allowed to enter university? The university environment designed by agent-based modeling and the transmission of coronavirus has been simulated using the susceptible, exposed, infected, recovered model. Therefore, in a relatively similar environment to the real world, players can test and play how to deal with the coronavirus. The findings indicate that it was effective to model how the virus is spread to universities. So, in the comparatively real world, game players could solve real problems.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124874407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Comparing the Effectiveness of “EmoGalaxy Video Game” with “Card games” on Emotion Regulation of Children with Autism Spectrum Disorder “emoggalaxy电子游戏”与“纸牌游戏”对自闭症谱系障碍儿童情绪调节效果的比较
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375321
Z. Shams, Leila Kashani-Vahid, Hadi Moradi
{"title":"Comparing the Effectiveness of “EmoGalaxy Video Game” with “Card games” on Emotion Regulation of Children with Autism Spectrum Disorder","authors":"Z. Shams, Leila Kashani-Vahid, Hadi Moradi","doi":"10.1109/isgs51981.2020.9375321","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375321","url":null,"abstract":"Emotion regulation is among the most important skills that children and adolescents need to be successful in their social lives. Individuals with autism spectrum disorder have serious deficit in regulating their emotions. Various treatments have been used to improve emotion regulation in children with autism including using video games designed to improve emotion regulation, has attracted many researchers, treating autism or other groups of children with special needs. These games can be used with or without a therapist presence which would save money and energy. This study aimed to evaluate the effects of EmoGalaxy, a video game designed to improve emotion regulation of children with autism spectrum disorder, compared to a card games with emotion regulation approach. Effectiveness of both interventions were evaluated by a quasi-experimental research with pretest-posttest and a control group. 10 students in the first experimental group played with EmoGalaxy, while the second experimental group, with 10 students, played regular cards games. The control group, consisted of 10 students did not receive any treatment and waited to receive the intervention after the experimental group intervention period. The instrument used in this study to evaluate the emotion regulation of the participants was the emotion regulation checklist (Shields & Cicchetti, 2004). The obtained data was analyzed by Multiple Analysis of the Covariance (MANCOVA). The results of the study showed that computer cognitive games led to significant changes compared to the other experimental group and the control group in emotion regulation (p<0.05). It is concluded that computer games can be used to improve emotion regulation in children with autism spectrum disorder.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124359978","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Mind Wandering Detection and Application of a Computer Game (Focus) as an Intervention to Return Attention During Readings 在阅读过程中,电脑游戏(焦点)作为回归注意力干预的走神侦测与应用
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375391
Samira Poudratchi, K. Pouralvar, S. Roohi, Y. Sekhavat
{"title":"Mind Wandering Detection and Application of a Computer Game (Focus) as an Intervention to Return Attention During Readings","authors":"Samira Poudratchi, K. Pouralvar, S. Roohi, Y. Sekhavat","doi":"10.1109/isgs51981.2020.9375391","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375391","url":null,"abstract":"Mind-wandering is a condition in which attention shifts from the current main task to task-unrelated thoughts. There are different types for attention, one of the most important of which is sustained attention. Its function is to keep brain attention on the task during a particular time. Two methods are applied to prevent mind-wandering. The first approach tries to reinforce attentional ability through different approaches to reduce the occurrence of mind wandering; however, in the second approach, we aim to return attention to the main task through controlling methods during readings. This article aims to introduce the cognitive game “Focus” as an intervention to examine mind wandering occurrence during reading passages. In this project, mind-wandering detection is done automatically through eye movements by an eye tracker. We developed a 2-d platformer game in unity engine software whose main character is in search of the related elements to the reading subject. As time passes, the difficulty of the game increases to keep attention over time. The data were gathered by a questionnaire given to ten experts in the fields of multimedia, game design, and cognitive science. The results indicate that Focus can, first, identify mind-wandering and, then, intervene it to reinforce sustained attention.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130238782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Leveling up SeGaP: An Action Research Approach to Develop an Innovation Prize 升级SeGaP:制定创新奖的行动研究方法
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375362
Hamed Nasiri, Fariba Alizadeh, Soroush Ghazinoori
{"title":"Leveling up SeGaP: An Action Research Approach to Develop an Innovation Prize","authors":"Hamed Nasiri, Fariba Alizadeh, Soroush Ghazinoori","doi":"10.1109/ISGS51981.2020.9375362","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375362","url":null,"abstract":"Innovation prize as a popular policy instrument has a wide range of rationales for inducing and motivating science, technology and innovation (STI) efforts within an innovation system. As one of their oldest applications, they can be utilized to stimulate R&D in a given field. Yet other policy objectives such as supporting commercialization, networking and solving strategic challenges have been considered for them. Since serious gaming is gaining a great attention in the transformation era of education, training and healthcare, public support for the research, development and promotion of SGs is of significant importance. Accordingly, SeGaP is an innovation prize for the stimulation of science, technology and innovation (STI) performance in this area. This paper attempts to present the evolution of SeGaP with an action research approach to review the role of this innovation prize in the enhancement of SG ecosystem. The results show that the best application of SeGaP is to legitimize the SGs in the society and create a network among different stakeholders for the growth of this ecosystem. It is also shown that there are major issues regarding the commercialization of SGs which has to be solved by a mix of different policy instruments.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130709664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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×
相关产品
×
本文献相关产品
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:604180095
Book学术官方微信