Serious Games and Extended Reality (XR)

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Electronic Multimedia".

Deadline for manuscript submissions: closed (30 April 2024) | Viewed by 3371

Special Issue Editors


E-Mail Website
Guest Editor
Department of Informatics, Technical University of Munich, 85748 Garching, Germany
Interests: serious games; AR; VR; cultural heritage; (ancient) languages

E-Mail Website
Guest Editor
Department of Informatics, Technical University of Munich, 85748 Garching, Germany
Interests: industrial ubiquitous augmented reality

Special Issue Information

Dear Colleagues,

Serious Games combine the world of playing games for entertainment with the goal of learning in an almost subconscious manner. Combining these two approaches requires meeting the demands of both. Learning content must be presented correctly and coherently, but on the other hand, it must be perfectly integrated into a game concept.

Serious games have been used more and more in various fields in recent years. However, there are still some challenges to overcome. On the one hand, this concerns the integration of serious content but also the balancing of seriousness and gaming.

In this Special Issue, we would like to invite researchers to submit new serious games on exciting topics. Papers should include a description of the topic and the game as well as related work. Furthermore, they should explain how the serious content was integrated into the game. Ideally, the effect of the game has been tested by appropriate studies and can be proven by scientific results.

We would particularly like to invite submissions of games on topics that have received little or no attention to date. We would also like to encourage the submission of games that use immersive technology such as augmented or virtual reality.

Topics in this Special Issue of Serious Games include, but are not limited to:

  • mixed reality
  • education
  • languages
  • natural sciences
  • cultural heritage
  • health
  • economy
  • politics

Dr. David A. Plecher
Prof. Dr. Gudrun Klinker
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Electronics is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • serious games
  • educational games
  • game-based learning
  • serious XR games
  • cultural heritage games

Published Papers (4 papers)

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Research

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20 pages, 1879 KiB  
Article
Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice
by Kim Martinez, David Checa and Andres Bustillo
Electronics 2024, 13(2), 281; https://doi.org/10.3390/electronics13020281 - 08 Jan 2024
Viewed by 751
Abstract
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability [...] Read more.
Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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23 pages, 19552 KiB  
Article
Development and Studies of VR-Assisted Hand Therapy Using a Customized Biomechatronic 3D Printed Orthosis
by Filip Górski, Aleksandra Grohs, Wiesław Kuczko, Magdalena Żukowska, Radosław Wichniarek, Sabina Siwiec, Diana-Irinel Băilă, Martin Zelenay, Răzvan Păcurar and Filippo Sanfilippo
Electronics 2024, 13(1), 79; https://doi.org/10.3390/electronics13010079 - 23 Dec 2023
Viewed by 724
Abstract
This article presents the process of development, testing, and use of wrist–hand orthosis in the hand therapy of a teen patient with congenital paresis disease. A regular 3D-printed anatomically adjusted orthosis is modified with a set of sensors, to work as motion and [...] Read more.
This article presents the process of development, testing, and use of wrist–hand orthosis in the hand therapy of a teen patient with congenital paresis disease. A regular 3D-printed anatomically adjusted orthosis is modified with a set of sensors, to work as motion and interaction controller in virtual reality (VR). As the patient with this condition cannot operate VR controllers due to wrist and hand defects, the corrective orthosis was converted to a VR controller, by introducing custom-made electronics and commercially available motion trackers, linking them to the orthosis. A VR game scenario, with typical input from the VR controllers replaced by input from the custom-made controllers is then designed. The VR game scenario is prepared with involvement of physiotherapists, to incorporate the most important exercises for patients with the same condition. The scenario is tested with a group of human patients and assessed by an expert physiotherapist, for determining its efficiency, as well as to determine a set of necessary improvements for future development of the orthosis. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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Review

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38 pages, 1799 KiB  
Review
Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
by Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del-Puerto-Flores, Ramon A. Briseño and José Varela-Aldás
Electronics 2024, 13(9), 1683; https://doi.org/10.3390/electronics13091683 - 26 Apr 2024
Viewed by 378
Abstract
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking [...] Read more.
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking in its approach, employing electroencephalograms (EEGs) to explore the neural correlates of gaming, thus bridging the gap between technology, psychology, and neuroscience. This review enriches the dialogue on the potential of video games as a therapeutic tool in mental health. The study’s findings illuminate the capacity of different game genres to elicit varied brainwave responses, paving the way for tailored video game therapies. This review contributes meaningfully to the state of the art by offering empirical insights into the interaction between gaming environments and brain activity, highlighting the potential applications in therapeutic settings, cognitive training, and educational tools. The findings are especially relevant for developing VR gaming content and therapeutic games, enhancing the understanding of cognitive processes, and aiding in mental healthcare strategies. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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26 pages, 1583 KiB  
Review
Pedagogical Design Considerations for Mobile Augmented Reality Serious Games (MARSGs): A Literature Review
by Cassidy R. Nelson and Joseph L. Gabbard
Electronics 2023, 12(21), 4524; https://doi.org/10.3390/electronics12214524 - 03 Nov 2023
Viewed by 902
Abstract
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more prominent elements in learning environments. In this work, we examine [...] Read more.
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more prominent elements in learning environments. In this work, we examine mobile augmented reality serious games (MARSGs) as the intersection of these technology-based experiences and to what effect their combination can yield even greater learning outcomes. We present a PRISMA review of 23 papers (from 610) spanning the entire literature timeline from 2002–2023. Among these works, there is wide variability in the realized application of game elements and pedagogical theories underpinning the game experience. For an educational tool to be effective, it must be designed to facilitate learning while anchored by pedagogical theory. Given that most MARSG developers are not pedagogical experts, this review further provides design considerations regarding which game elements might proffer the best of three major pedagogical theories for modern learning (cognitive constructivism, social constructivism, and behaviorism) based on existing applications. We will also briefly touch on radical constructivism and the instructional elements embedded within MARSGs. Lastly, this work offers a synthesis of current MARSG findings and extended future directions for MARSG development. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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