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PL
Zarówno grywalizacja, jak i gry serio znajdują zastosowanie w zarządzaniu zasobami ludzkimi. Gry serio powstały jako próba wykorzystania potencjału dostrzeżonego w grach. Chociaż promotorzy grywalizacji przyznają, że wykorzystuje ona tylko wybrane strukturalne i techniczne elementy gier, to jednocześnie sugerują, że grywalizacja dziedziczy potencjał gier, zwłaszcza dotyczący motywacji. Gra jest zjawiskiem złożonym, którego właściwości mają charakter emergentny i nie można ich przypisywać wybranym elementom. Zbadano, w jakim stopniu kluczowe cechy gier są zachowane w grach serio i w zabiegach grywalizacyjnych. Pokazano, że podczas gdy gra serio dziedziczy większość walorów gier, to grywalizacja nie może legitymizować swojego potencjału pokrewieństwem z grami.
EN
Both gamification and serious games find application in the management of human resources. Serious games emerged as an attempt at utilizing the potential perceived in games. In spite of the fact that the promoters of gamification admit that it only uses selected structural and technical gaming elements, they simultaneously suggest that gamification has inherited the potential of games, especially with respect to motivation. A game is a complex phenomenon whose properties are emergent in character and cannot be assigned to selected elements. The degree to which the key qualities of games have been preserved in serious games and in gamification efforts is examined. It has been shown that in as much as the serious game inherits most of the qualities of games, gamification cannot legitimize its potential by its game heritage.
EN
Digital games can address social problems, such as the integration of marginalized persons into the community at large. For example, six children in a thousand live with an ambulatory disability. Communities must learn to accept children in wheelchairs. This social rehabilitation is problematic. It requires that hostile social environments, particularly the classroom, become more supportive. Issue awareness among classmates without disabilities can be improved by education-based interventions but such interventions rarely change behaviour. Interactive personal contact between able children and disabled role models has been shown to be effective but it cannot be readily scaled. Digital games offer an appealing intervention vector, easily scalable and highly interactive. This pilot study investigates game design that may promote social esteem.
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