Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Author :
Publisher : IGI Global
Total Pages : 459
Release :
ISBN-10 : 9781668491676
ISBN-13 : 1668491672
Rating : 4/5 (672 Downloads)

Book Synopsis Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by : Correia, Anacleto

Download or read book Handbook of Research on Decision-Making Capabilities Improvement With Serious Games written by Correia, Anacleto and published by IGI Global. This book was released on 2023-07-10 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.


Handbook of Research on Decision-Making Capabilities Improvement With Serious Games Related Books

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Language: en
Pages: 459
Authors: Correia, Anacleto
Categories: Business & Economics
Type: BOOK - Published: 2023-07-10 - Publisher: IGI Global

DOWNLOAD EBOOK

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like posit
Handbook of Research on Serious Games as Educational, Business and Research Tools
Language: en
Pages: 1434
Authors: Cruz-Cunha, Maria Manuela
Categories: Education
Type: BOOK - Published: 2012-02-29 - Publisher: IGI Global

DOWNLOAD EBOOK

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including pl
Games and Learning Alliance
Language: en
Pages: 481
Authors: Pierpaolo Dondio
Categories: Computers
Type: BOOK - Published: 2023-11-28 - Publisher: Springer Nature

DOWNLOAD EBOOK

This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full pa
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Language: en
Pages: 1374
Authors: Felicia, Patrick
Categories: Education
Type: BOOK - Published: 2011-04-30 - Publisher: IGI Global

DOWNLOAD EBOOK

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their
Marketing and Gamification
Language: en
Pages: 271
Authors: Sahil Gupta
Categories: Business & Economics
Type: BOOK - Published: 2024-10-28 - Publisher: Taylor & Francis

DOWNLOAD EBOOK

Gamification plays a major role in individual and business decision-making in today’s digital era, remarkably changing the way businesses perform basic functi