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Serious Gaming for Behavior Change: The State of Play
July-Sept. 2013 (vol. 12 no. 3)
pp. 48-55
Bjorn W. Schuller, Joanneum Research Forschungsgesellschaft mbH
Ian Dunwell, Coventry University
Felix Weninger, Technische Universität München
Lucas Paletta, Joanneum Research Forschungsgesellschaft mbH
Serious gaming guides targeted behavior change to improve behaviors in everyday living. This survey of the field focuses on two case studies--one game aims to improve the social behavior of autistic children, and the other helps migrants interact with locals.
Index Terms:
Games,Mobile communication,Ubiquitous computing,Training,Affective computing,Extraterrestrial measurements,Speech recognition,Behavioral science,pervasive computing,affective computing applications,affect sensing and analysis,serious games
Citation:
Bjorn W. Schuller, Ian Dunwell, Felix Weninger, Lucas Paletta, "Serious Gaming for Behavior Change: The State of Play," IEEE Pervasive Computing, vol. 12, no. 3, pp. 48-55, July-Sept. 2013, doi:10.1109/MPRV.2013.54
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