By Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge
This ebook constitutes the refereed court cases of the fifth foreign convention on critical video games improvement and purposes, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised complete papers provided including four brief papers have been rigorously reviewed and chosen from 31 submissions. the focal point of the papers was once at the following: video games for health and wellbeing, video games for clinical education, severe video games for kids, tune and sound results, video games for different reasons, and online game layout and theories.
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Extra resources for Serious Games Development and Applications: 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings
1 Introduction Serious games’ primary objective is not pure entertainment, but passing some kind of knowledge to the users. Typically they unfold in an environment that is a simulation of the real world, where the player must solve one or more problems. By using this kind of games, the user can test several behaviours  that are considered too risky with undesirable consequences in the real world, either for the user’s physical and psychological well-being or that of others. The user learns and develops the best approaches to the problem presented within the game and, as a consequence, when confronted by the same in a real situation, they have a greater probability to act accordingly .
Initial reactions to its control scheme were positive, even for people who had no prior experience with virtual reality systems and playing video games in general, who were still able to get accustomed to game in roughly five minutes. In conclusion, current studies tend to show that the use of an interface with ecological gesture recognition capabilities yields benefit for the users. They can learn to control an immersive game really quick, improve their skills for some types of tasks and be more motivated to exercise via a serious game.
Realisation of the Po ourring gesture, using the Nintendo Wiimote; being b a dynamic gesture, three different instantss are illustrated. Fig. 6. Picture of our setup and of a partiicipant using a Nintendo Wiimote with ecoloogical gestures recognition 28 N. Bourgault, B. J. Menelas level of experience with the Nintendo Wii. Figure 7 and 8 present the results obtained. 26 participants had a frequent or very frequent level of contact with video games and 14 participants in group B had at least an average level of experience with the Nintendo Wii.
Serious Games Development and Applications: 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings by Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge