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Preface

机译:前言

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摘要

As games technologies have become more and more widely available, the ability of games to engage users effectively in specific, designed activities has been seized as an opportunity to use computer games for purposes beyond recreation. Since the term 'serious games' was comprehensively defined in 2002, they have been used as tools to gives individuals a novel way to interact with games in order to promote physical activities, to learn skills and knowledge, to support social or emotional development, to treat different types of psychological and physical disorders, to generate awareness, and to advertize and promote in application areas such as engineering, education and training, competence development, healthcare, military, advertizing, city planning, production, and crisis response to name just a few. Many recent studies have identified the benefits of using videogames for a variety of serious purposes.
机译:随着游戏技术的日益普及,已经抓住了游戏有效地使用户参与特定的设计活动的能力,这是将计算机游戏用于娱乐之外的机会。自2002年对“严肃游戏”一词进行全面定义以来,它们已被用作为个人提供与游戏互动的新颖方式的工具,以促进体育活动,学习技能和知识,支持社交或情感发展,治疗各种类型的心理和身体疾病,提高认识,并在应用领域进行广告宣传和推广,例如工程,教育和培训,能力发展,医疗保健,军事,广告,城市规划,生产和危机应对等。很少。最近的许多研究已经确定了将电子游戏用于各种严肃目的的好处。

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