Computer-Aided Design of User Interfaces VI 2009
DOI: 10.1007/978-1-84882-206-1_7
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Design of Adaptative Video Game Interfaces: A Practical Case of Use in Special Education

Abstract: informa que el(los) autor(es) ha(n) autorizado a usuarios internos y externos de la institución a consultar el contenido de este documento a través del Catálogo en línea de la Biblioteca y el Repositorio Institucional en la página Web de la Biblioteca, así como en las redes de información del país y del exterior con las cuales tenga convenio la Universidad de La Sabana.Se permite la consulta a los usuarios interesados en el contenido de este documento para todos los usos que tengan finalidad académica, nunca p… Show more

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Cited by 5 publications
(4 citation statements)
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“…Finally, at the end of the paper, we highlight the findings about the no linear relationship among performance, challenge, skillness and emotions (particularly enjoyment/joy and anger/frustration), and we relate them to the proposal of factors balance stated in the literature [13][14][15][16]. Also, we propose as a new line of future work to explore the development of adaptive mechanisms for rehabilitation video games intended for the elderly, as also reported in the literature [8,20,[38][39][40][41]), once we have a better understanding of the relation among performance, challenge, skill levels and emotions.…”
mentioning
confidence: 63%
See 1 more Smart Citation
“…Finally, at the end of the paper, we highlight the findings about the no linear relationship among performance, challenge, skillness and emotions (particularly enjoyment/joy and anger/frustration), and we relate them to the proposal of factors balance stated in the literature [13][14][15][16]. Also, we propose as a new line of future work to explore the development of adaptive mechanisms for rehabilitation video games intended for the elderly, as also reported in the literature [8,20,[38][39][40][41]), once we have a better understanding of the relation among performance, challenge, skill levels and emotions.…”
mentioning
confidence: 63%
“…In addition, a clear understanding of the above mentioned factors, would allow us to explore as a future work the development of adaptive mechanisms for rehabilitation video games intended for the elderly (as in [8,20,[38][39][40][41]), in order to fit the challenge level to each patient condition, and to achieve the patients' engagement, taking care of pushing them into their physical limits, without reaching high ranks of frustration [14], which could affect their motivation to continue playing/rehabilitating in the future.…”
Section: Discussionmentioning
confidence: 99%
“…As an example, Sánchez et al [99] define playability as "the set of properties to describe the player's experience with a particular game system, that the principal goal is fun/entertainment to the player in a satisfactory and credible way, playing alone or with other players. Playability reflects the player's pleasure, experience, sensations, and feelings when he/she is playing the videogame".…”
Section: Game-related Quality Aspectsmentioning
confidence: 99%
“…According to surveys, 97% of American teenagers and over 50% of American adults played digital games in 2008 (Lenhart, Jones, & Macgill, 2008; Lenhart, Kahne, et al, 2008). The increased popularity of gameplaying is precipitating the use of digital games for purposes other than pure entertainment (e.g., see Burke et al, 2009; Gordon, Lent, & Velsen, 2004; Sánchez, Gutiérrez, Cabrera, & Zea, 2009). Digital game design techniques, principles, and mechanics are even recently being used in nontraditional applications, such as training, marketing, and health and wellness initiatives (Anderson & Rainie, 2012).…”
Section: Introductionmentioning
confidence: 99%