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Volume 55, Issue 4Aug 2024
Reflects downloads up to 21 Oct 2024Bibliometrics
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research-article
Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study
Background

In recent years, serious games have been used as an educational method in various fields such as economy, marketing, military, education, and health as a training method. Pressure injuries (PIs) are a significant health problem and clinical ...

research-article
Open Access
Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
Background

Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries.

Aim

This ...

research-article
The Playing Motivations of Male and Female Gamers and the Effects of Stereotypes on Their Motivations in Honor of Kings
Introduction

Honor of Kings (HoK) is one of the most popular mobile games worldwide. To understand why players actively engage with digital games, it is essential to focus on their gaming motivations. However, no previous studies were found to have ...

research-article
Openness to Experience Predicts Engagement in Role-Play: Evidence From Two Methodologies
Background

Role-play, or the transient embodiment of a different role from one’s own, is a uniquely human activity that permeates many aspects of life. However, what psychosocial factors is one’s involvement in role-play associated with? Current role-...

research-article
Measuring the Level of Fidelity Required for Transfer of Learning in Simulation-Based Learning Exercises for Novice and Experienced Practitioners
Background

An acknowledged conundrum which exists for designers of simulation-based learning exercises centres on how much fidelity is required to aid transfer of learning from the classroom to the field of application and what is the influence of the ...

research-article
Open Access
Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions
Background

In this paper, we explore the potential of games to collect empirical data for informing agent-based simulation models of migration. To examine the usefulness of game-based approaches, we conducted a simple, yet carefully designed ...

research-article
Towards a Reconciliation Between Simulational, Ludic, and Historiographical Practices in Research
Background

Simulations, ludic or otherwise, have so far struggled to gain a foothold in mainstream historiography. Some authors suggest there may be fundamental incompatibilities between history and the language of simulations and scholarly games. ...

research-article
Dynamic Cognitive Load Assessment in Virtual Reality
Background

Recent advances in non-invasive physiologic monitoring leverage machine learning to provide unobtrusive, real-time assessments of a learner’s cognitive load (CL) as they engage in specific tasks. However, the performance characteristics of ...

research-article
Open Access
Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial
Introduction

The aim of the study was to evaluate undergraduate medical students’ knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was conducted.

Materials ...

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