2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH) 2021
DOI: 10.1109/segah52098.2021.9551855
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A Pedagogical Virtual Reality Serious Game Tool for the Development of Emotional Competencies to Nursing Students

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Cited by 3 publications
(2 citation statements)
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“…Based on the research gathered in the state-of-the-art, we can verify that it is not possible to guarantee that a player will feel exactly the emotion we have in mind. However, using Norman's generic list of positive and negative emotions, we can predict whether a certain element will evoke a positive or negative emotion [1,2,23,24]. Therefore, since the game aims at Eliciting Emotions, we created, in collaboration with our partners, a list of elements that we wanted to serve as triggers for positive and negative emotions.…”
Section: Emotions Addressedmentioning
confidence: 99%
“…Based on the research gathered in the state-of-the-art, we can verify that it is not possible to guarantee that a player will feel exactly the emotion we have in mind. However, using Norman's generic list of positive and negative emotions, we can predict whether a certain element will evoke a positive or negative emotion [1,2,23,24]. Therefore, since the game aims at Eliciting Emotions, we created, in collaboration with our partners, a list of elements that we wanted to serve as triggers for positive and negative emotions.…”
Section: Emotions Addressedmentioning
confidence: 99%
“…The use of XR technologies as a tool to teach procedural, emergency, soft, and psychomotor skills in nursing subjects is not novel (Plotzky et al, 2021). For instance, Oliveira et. al.…”
Section: Introductionmentioning
confidence: 99%