Current Issue : July - September Volume : 2019 Issue Number : 3 Articles : 5 Articles
It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies\non serious games is surging up.This study systematically reviewed the literature within around a recent decade. The trend of the\nnumber of publications related to use of serious games in education was firstly clarified based on the data retrieved from major\ndatabases. Secondly, various factorswere determined that influenced the effect of serious game assisted learning.Themajor section\nidentified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has\nbeen rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were\nexplored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might\nneed interdisciplinary cooperation....
Social dilemmas are among the most puzzling issues in the biological and social sciences.\nExtensive theoretical efforts have been made in various realms such as economics, biology,\nmathematics, and even physics to figure out solution mechanisms to the dilemma in recent\ndecades. Although punishment is thought to be a key mechanism, evolutionary game theory has\nrevealed that the simplest form of punishment called peer punishment is useless to solve the\ndilemma, since peer punishment itself is costly. In the literature, more complex types of\npunishment, such as pool punishment or institutional punishment, have been exploited as\neffective mechanisms. So far, mechanisms that enable peer punishment to function as a solution to\nthe social dilemma remain unclear. In this paper, we propose a theoretical way for peer\npunishment to work as a solution mechanism for the dilemma by incorporating prospect theory\ninto evolutionary game theory. Prospect theory models human beings as agents that estimate\nsmall probabilities and loss of profit as greater than they actually are; thus, those agents feel that\npunishments are more frequent and harsher than they really are. We show that this kind of\ncognitive distortion makes players decide to cooperate to avoid being punished and that the\ncooperative state achieved by this mechanism is globally stable as well as evolutionarily stable in a\nwide range of parameter values....
In public places such as malls, train stations, and airports, there is a constant flow of people either waiting or commuting. Even\nthough people at these locations are surrounded by many other individuals, mostly there is little social interaction, which generally\ncreates a gloomy atmosphere. Any applications promoting social interactions are a welcome addition. We present IMOVE, an\ninteractive framework aimed at facilitating the development of such applications. It offers a combination of motion tracking and\nprojection methods whichmakes it easier to create interactive experiences and games, tailored tomotivate people tomove around,\nexplore, and, most importantly, interact with each other in a fun way. People moving around trigger events and effects, interacting\nwith the applications using their body movements or even collaboratively working towards an outcome. IMOVE was validated by\nmeans of a variety of applications in a real scenario, the entrance hall of a busy public building: the classic Pong game, a collaborative\nand accessible casual game (Save the Turtles!), and a procedural visual art generator based on game mechanics (Light Trails). All\napplications have been successfully running for the past year. The IMOVE framework is freely available online and it has been\nshown to be particularly suited and accessible to novice game and interactive application developers for large public spaces....
With the rapid development and widespread applications of Internet of Things (IoT)\nsystems, the corresponding security issues are getting more and more serious. This paper proposes a\nmultistage asymmetric information attack and defense model (MAIAD) for IoT systems. Under the\npremise of asymmetric information, MAIAD extends the single-stage game model with dynamic and\nevolutionary game theory. By quantifying the benefits for both the attack and defense, MAIAD can\ndetermine the optimal defense strategy for IoT systems. Simulation results show that the model can\nselect the optimal security defense strategy for various IoT systems....
Games nowadays have been associated with the decline of a childâ??s academic\nperformance. Whether this is true or not, it remains to be seen, as thereâ??s no\nlink that has been found between the two after several researchers conducted\ntheir own research. This paperâ??s aim is to discuss whether the game art motivates\nthe user to find out more about the topic that are brought up in the said\ngame, which in this case is the history of Indonesia, specifically from the periods\nof just before and during the Japanese Occupation to the Declaration of\nIndonesiaâ??s Independence in 1945. Aside from accurate depiction of objects,\nbuildings or events, another question posed is whether the chosen art style\nconveys the atmosphere of the situation depicted, and if it helps with the storytelling\nof the game....
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