This technique, which has shown similar success rates to trials of a virtual mirror box, is relatively cheap and portable, and will allow further trials in a home environment.
There is good evidence that children's prosocial skills are positively associated with health, well-being, and academic outcomes. Games-based approaches have demonstrated strong potential for teaching prosocial skills in both digital and non-digital formats. However, much of this research focuses on middle-childhood and adolescence and is based on self-reports from teachers, children, and parents. This paper reports on the pilot evaluation of a digital cooperative game (The Chase), which is based on a 'shared goal' interaction pattern such that children have to cooperate in order to be successful in the game. 49 children from Italy and 22 children from the UK, aged 7-10 years participated, playing the game twice in small groups during the course of a day. Children's moves during gameplay were assessed using logging data, and their interactions with each other represented using a graphical social network analysis. Usability feedback was also obtained from some children and pedagogical possibilities explored with teachers. Findings show that even within a very short period children shifted towards a more cooperative mode of play. The social network analysis revealed the dynamics of these interactions while playing the game. Children enjoyed the game and were highly motivated by it, and teachers were very enthusiastic about the possibilities for embedding the game in their curriculum. These findings provide an encouraging basis for extending the range of digital prosocial games available for elementary-aged children and evaluating these as pedagogical tools for facilitating prosocial behaviours.
The paper shows how different concepts and technologies, such as high quality multimedia content production and delivery, social media interaction, and methodologies for monitoring and analysing social network activity, can be practically combined with traditional virtual reality installations into an innovative experimental system that enhances the experience of the visitors in cultural educational centers. Apart from offering a modern, immersive, richer experience to the visitors, the proposed system involves significant benefits for the organizers as well, supplying them with valuable feedback extracted from the monitoring and analysis mechanisms. The experimental system has been successfully deployed and used in the Foundation of the Hellenic World cultural center.Index Terms-Social media; multimedia content production and delivery; quality of experience.
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