Serious Games have been established over recent years as a means of utilising gaming for applications other than entertainment. With the emergence of the Internet of Things (IoT) paradigm, a new direction for serious games arises, where data gathered from the physical environment can be utilised towards new novel applications. This literature survey uncovers existing topologies that can be applied for combining IoT with Serious Games. This paper presents findings from extensive research into IoT, Serious Games, Pervasive Games and Gamification, IoT topologies and Wireless Sensor Networks (WSN), to identify the requirements of a topology for Serious Games and IoT. By understanding the topological requirements for combining IoT and Serious Games, the development process is reduced, allowing for the advancement in the mentioned field. Three topologies are presented for combining IoT with Serious Games and a detailed topology for developing a Serious Game that monitors student attendance is presented. Also included, is an insight into the new paradigm of Smart Serious Games (SSGs). This paper will aid future research and development in SSGs determine effective network topologies.
Serious Games and the Internet of Things are research topics of high interest. The integration of these two domains has the potential for innovative new applications. This paper presents a framework for the combination of Serious Games and the Internet of Things. In addition, we present the system architecture for a Smart Serious Game ( SSG ) developed for measuring student engagement, and define the difference between an event driven game and an SSG. This paper also includes the updated data algorithms for representing student engagement as game points, based on further consideration on our previous publication.
Student Engagement has been a strong topic of research for the avoidance of student drop out and the increase in grading. Serious games have highlighted benefits in engaging students, primarily through edutainment, educating via games. This article suggests a Computer Algorithm, purposed at measuring and encouraging student engagement. In addition, the algorithm accounts for sensor networks accessed both directly and through the Internet, extending its application to the Internet of Things (IoT).
Visual impairments define a wide spectrum of disabilities that vary in severity, from the need to wear glasses, to permanent loss of vision or blindness. This paper discusses the process undertaken in creating two simulators, one which emulates partially-sighted visual impairment and another focused on full-blindness. In order to create the simulators, extensive research was conducted surrounding the effects of partially-sightedness and blindness, highlighting existing software and games that promote awareness for visual impairments. This paper underlines the necessity of raising awareness for visual impairments and the effectiveness of applying serious games for this very goal. After developing the simulators, experiments were conducted to evaluate the effectiveness of it. Findings from the experiments were analysed and documented.
In the pipeline...