2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2014
DOI: 10.1109/vs-games.2014.7012163
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LawVille: A Collaborative Serious Game for Citizenship Education

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Cited by 4 publications
(4 citation statements)
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“…Compared to other serious games around citizenship topics, as e.g. TimeMesh [5] and LawVille [23], Diermocratie stands out in both the flexibility for potential discussion topics and the crucial role of player interaction in achieving the game goals. Diermocratie was not designed to teach a fact-based curriculum, but rather to promote open conversations around sensitive topics.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Compared to other serious games around citizenship topics, as e.g. TimeMesh [5] and LawVille [23], Diermocratie stands out in both the flexibility for potential discussion topics and the crucial role of player interaction in achieving the game goals. Diermocratie was not designed to teach a fact-based curriculum, but rather to promote open conversations around sensitive topics.…”
Section: Discussionmentioning
confidence: 99%
“…The game has a non-linear storyline, where players time travel to different periods in history to influence historic events and change the 'present reality'. Lorenzini et al created LawVille [23], a serious game designed to teach citizenship topics, primarily the Italian constitution and lawmaking process, to secondary school students. Like TimeMesh, LawVille contains collaborative aspects in which players may communicate with each other while playing the game, although there is no interaction within the game world itself.…”
Section: Serious Gaming In Social and Educational Contextsmentioning
confidence: 99%
“…Over the years, SGs continuously incorporate new features and are enriched with new game and graphical methods. Finally, some indicative applications of SGs include corporate training, [32], entrepreneurship, [33], foreign, [34] and programming, [35], [36] language learning, cultural heritage, [37], ecological awareness, [38], [39], military service, [40], [41], pharmacology [42], health, [43], [44], [45] and health care, [46], circular economy, [47], stress management, [48], engineering risk management [49], cyber security, [50] and law enforcement, [51], [52], [53].…”
Section: Serious Digital Games Applicationsmentioning
confidence: 99%
“…Recent studies show how it is possible to modify the personal mobility behavior using incentive strategies [13] and gaming strategies [14]. The use of Gamification is very powerful in different fields, such as education, rehabilitation, health, military simulation, environmental sustainability, and others.…”
Section: Introductionmentioning
confidence: 99%