Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game aspects and pedagogical elements at the same time. Among the different assets that Serious Games provide for learning, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. We will first outline the specific features of learning opportunities offered by Serious Games considering the involvement of emotions in this learning process. The following part of the paper will be dedicated to the description of the methods for the analysis of the emotional experience of SG users. Finally, we will explore a new promising research direction concerning the use of Affective Computing in Serious Games.
Anolli, L., Mantovani, F., Confalonieri, L., Ascolese, A., Peveri, L. (2010). Emotions in Serious Games: From Experience to Assessment. INTERNATIONAL JOURNAL: EMERGING TECHNOLOGIES IN LEARNING, 5(S2), 7-16 [10.3991/ijet.v5s3.1496].
Emotions in Serious Games: From Experience to Assessment
ANOLLI, LUIGI MARIA;MANTOVANI, FABRIZIA;CONFALONIERI, LINDA;ASCOLESE, ANTONIO;PEVERI, LAURA
2010
Abstract
Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game aspects and pedagogical elements at the same time. Among the different assets that Serious Games provide for learning, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. We will first outline the specific features of learning opportunities offered by Serious Games considering the involvement of emotions in this learning process. The following part of the paper will be dedicated to the description of the methods for the analysis of the emotional experience of SG users. Finally, we will explore a new promising research direction concerning the use of Affective Computing in Serious Games.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.