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Search Results (674)

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Keywords = serious-game

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17 pages, 876 KiB  
Article
Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
by Anna Kushnir, Oleh Kachmar and Bruno Bonnechère
Appl. Sci. 2025, 15(15), 8526; https://doi.org/10.3390/app15158526 (registering DOI) - 31 Jul 2025
Viewed by 90
Abstract
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were [...] Read more.
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were conducted on-site and remotely with patients of the tertiary care facility in Ukraine. All participants used the telerehabilitation platform for motor and cognitive training. Nine serious games were employed, involving trunk tilts, upper limb movements, and head control. By mid-September 2023, 186 positive user experiences were evident, with 89% expressing interest in continued engagement. The platform’s accessibility, affordability, and therapeutic benefits were highlighted. The recommendations from user feedback informed potential enhancements, showcasing the platform’s potential to provide uninterrupted rehabilitation care amid conflict-related challenges. This study suggests that serious games solutions that suit the sociopolitical and economic context offer a promising solution to rehabilitation challenges in conflict zones. The positive user experiences towards using the platform with serious games indicate its potential in emergency healthcare provision. The findings emphasize the role of technology, particularly serious gaming, in mitigating the impact of armed conflicts on children’s well-being, thereby contributing valuable insights to healthcare strategies in conflict-affected regions. Requirements for technologies tailored to the context of challenging settings were defined. Full article
(This article belongs to the Special Issue Novel Approaches of Physical Therapy-Based Rehabilitation)
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27 pages, 965 KiB  
Review
The Effectiveness of Artificial Intelligence-Based Interventions for Students with Learning Disabilities: A Systematic Review
by Andrea Paglialunga and Sergio Melogno
Brain Sci. 2025, 15(8), 806; https://doi.org/10.3390/brainsci15080806 - 28 Jul 2025
Viewed by 193
Abstract
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on [...] Read more.
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on the methodological quality and risk of bias of the available evidence. Methods: A systematic search was conducted across seven major databases (Google Scholar, ScienceDirect, APA PsycInfo, ERIC, Scopus, PubMed) for experimental studies published between 2022 and 2025. This review followed PRISMA guidelines, using the PICOS framework for inclusion criteria. A formal risk of bias assessment was performed using the ROBINS-I and JBI critical appraisal tools. Results: Eleven studies (representing 10 independent experiments), encompassing 3033 participants, met the inclusion criteria. The most studied disabilities were dyslexia (six studies) and other specific learning disorders (three studies). Personalized/adaptive learning systems and game-based learning were the most common AI interventions. All 11 studies reported positive outcomes. However, the risk of bias assessment revealed significant methodological limitations: no studies were rated as having a low risk of bias, with most presenting a moderate (70%) to high/serious (30%) risk. Despite these limitations, quantitative results from the stronger studies showed large effect sizes, such as in arithmetic fluency (d = 1.63) and reading comprehension (d = −1.66). Conclusions: AI-based interventions demonstrate significant potential for supporting students with learning disabilities, with unanimously positive reported outcomes. However, this conclusion must be tempered by the considerable risk of bias and methodological weaknesses prevalent in the current literature. The limited and potentially biased evidence base warrants cautious interpretation. Future research must prioritize high-quality randomized controlled trials (RCTs) and longitudinal assessments to establish a definitive evidence base and investigate long-term effects, including the risk of cognitive offloading. Full article
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30 pages, 3923 KiB  
Article
Exploring the Key Factors Influencing the Plays’ Continuous Intention of Ancient Architectural Cultural Heritage Serious Games: An SEM–ANN–NCA Approach
by Qian Bao, Siqin Wang, Ken Nah and Wei Guo
Buildings 2025, 15(15), 2648; https://doi.org/10.3390/buildings15152648 - 27 Jul 2025
Viewed by 326
Abstract
Serious games (SGs) have been widely employed in the digital preservation and transmission of architectural heritage. However, the key determinants and underlying mechanisms driving users’ continuance intentions toward ancient-architecture cultural heritage serious games (CH-SGs) have not been thoroughly investigated. Accordingly, a conceptual model [...] Read more.
Serious games (SGs) have been widely employed in the digital preservation and transmission of architectural heritage. However, the key determinants and underlying mechanisms driving users’ continuance intentions toward ancient-architecture cultural heritage serious games (CH-SGs) have not been thoroughly investigated. Accordingly, a conceptual model grounded in the stimulus–organism–response (S–O–R) framework was developed to elucidate the affective and behavioral effects experienced by CH-SG users. Partial least squares structural equation modeling (PLS-SEM) and artificial neural networks (ANNs) were employed to capture both the linear and nonlinear relationships among model constructs. By integrating sufficiency logic (PLS-SEM) and necessity logic (necessary condition analysis, NCA), “must-have” and “should-have” factors were identified. Empirical results indicate that cultural authenticity, knowledge acquisition, perceived enjoyment, and design aesthetics each exert a positive influence—of varying magnitude—on perceived value, cultural identification, and perceived pleasure, thereby shaping users’ continuance intentions. Moreover, cultural authenticity and perceived enjoyment were found to be necessary and sufficient conditions, respectively, for enhancing perceived pleasure and perceived value, which in turn indirectly bolster CH-SG users’ sustained use intentions. By creating an immersive, narratively rich, and engaging cognitive experience, CH-SGs set against ancient architectural backdrops not only stimulate users’ willingness to visit and protect heritage sites but also provide designers and developers with critical insights for optimizing future CH-SG design, development, and dissemination. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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24 pages, 4249 KiB  
Article
Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation
by Jaime A. Silva, Manuel F. Silva, Hélder P. Oliveira and Cláudia D. Rocha
Appl. Sci. 2025, 15(15), 8240; https://doi.org/10.3390/app15158240 - 24 Jul 2025
Viewed by 269
Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low [...] Read more.
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification—using game-like elements in non-game contexts—offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity. Full article
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18 pages, 27645 KiB  
Article
Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment
by Pascal Vrignat, Manuel Avila, Florent Duculty, Christophe Bardet, Stéphane Begot and Pascale Marangé
Educ. Sci. 2025, 15(8), 953; https://doi.org/10.3390/educsci15080953 - 24 Jul 2025
Viewed by 271
Abstract
This work was conducted within the framework of French university reforms undertaken since 2022. Regardless of learning level and target audience, project-based learning has proved its effectiveness as a teaching strategy for many years. The novelty of the present contribution lies in the [...] Read more.
This work was conducted within the framework of French university reforms undertaken since 2022. Regardless of learning level and target audience, project-based learning has proved its effectiveness as a teaching strategy for many years. The novelty of the present contribution lies in the gamification of this learning method. A popular game, Trivial Pursuit, was adapted to enable students to acquire knowledge in a playful manner while preparing for upcoming technical challenges. Various technical subjects were chosen to create new cards for the game. A total of 180 questions and their answers were created. The colored tokens were then used to trace manufactured products. This teaching experiment was conducted as part of a project-based learning program with third-year Bachelor students (Electrical Engineering and Industrial Computing Department). The game components associated with the challenge proposed to the students comprised six key elements: objectives, challenges, mechanics, components, rules, and environment. Within the framework of the Industry 4.0 concept, this pedagogical activity focused on the knowledge, understanding, development, and application of an RFID (Radio Frequency Identification) system demonstrating the capabilities of this technology. This contribution outlines the various stages of the work assigned to the students. An industrial partner was also involved in this work. Full article
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18 pages, 2423 KiB  
Article
A New AI Framework to Support Social-Emotional Skills and Emotion Awareness in Children with Autism Spectrum Disorder
by Andrea La Fauci De Leo, Pooneh Bagheri Zadeh, Kiran Voderhobli and Akbar Sheikh Akbari
Computers 2025, 14(7), 292; https://doi.org/10.3390/computers14070292 - 20 Jul 2025
Viewed by 891
Abstract
This research highlights the importance of Emotion Aware Technologies (EAT) and their implementation in serious games to assist children with Autism Spectrum Disorder (ASD) in developing social-emotional skills. As AI is gaining popularity, such tools can be used in mobile applications as invaluable [...] Read more.
This research highlights the importance of Emotion Aware Technologies (EAT) and their implementation in serious games to assist children with Autism Spectrum Disorder (ASD) in developing social-emotional skills. As AI is gaining popularity, such tools can be used in mobile applications as invaluable teaching tools. In this paper, a new AI framework application is discussed that will help children with ASD develop efficient social-emotional skills. It uses the Jetpack Compose framework and Google Cloud Vision API as emotion-aware technology. The framework is developed with two main features designed to help children reflect on their emotions, internalise them, and train them how to express these emotions. Each activity is based on similar features from literature with enhanced functionalities. A diary feature allows children to take pictures of themselves, and the application categorises their facial expressions, saving the picture in the appropriate space. The three-level minigame consists of a series of prompts depicting a specific emotion that children have to match. The results of the framework offer a good starting point for similar applications to be developed further, especially by training custom models to be used with ML Kit. Full article
(This article belongs to the Special Issue AI in Its Ecosystem)
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21 pages, 2105 KiB  
Article
Implementing Virtual Reality for Fire Evacuation Preparedness at Schools
by Rashika Tasnim Keya, Ilona Heldal, Daniel Patel, Pietro Murano and Cecilia Hammar Wijkmark
Computers 2025, 14(7), 286; https://doi.org/10.3390/computers14070286 - 18 Jul 2025
Viewed by 562
Abstract
Emergency preparedness training in organizations frequently involves simple evacuation drills triggered by fire alarms, limiting the opportunities for broader skill development. Digital technologies, particularly virtual reality (VR), offer promising methods to enhance learning for handling incidents and evacuations. However, implementing VR-based training remains [...] Read more.
Emergency preparedness training in organizations frequently involves simple evacuation drills triggered by fire alarms, limiting the opportunities for broader skill development. Digital technologies, particularly virtual reality (VR), offer promising methods to enhance learning for handling incidents and evacuations. However, implementing VR-based training remains challenging due to unclear integration strategies within organizational practices and a lack of empirical evidence of VR’s effectiveness. This paper explores how VR-based training tools can be implemented in schools to enhance emergency preparedness among students, teachers, and staff. Following a design science research process, data were collected from a questionnaire-based study involving 12 participants and an exploratory study with 13 participants. The questionnaire-based study investigates initial attitudes and willingness to adopt VR training, while the exploratory study assesses the VR prototype’s usability, realism, and perceived effectiveness for emergency preparedness training. Despite a limited sample size and technical constraints of the early prototype, findings indicate strong student enthusiasm for gamified and immersive learning experiences. Teachers emphasized the need for technical and instructional support to regularly utilize VR training modules, while firefighters acknowledged the potential of VR tools, but also highlighted the critical importance of regular drills and professional validation. The relevance of the results of utilizing VR in this context is further discussed in terms of how it can be integrated into university curricula and aligned with other accessible digital preparedness tools. Full article
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31 pages, 2314 KiB  
Article
Green and Low-Carbon Strategy of Logistics Enterprises Under “Dual Carbon”: A Tripartite Evolutionary Game Simulation
by Liping Wang, Zhonghao Ye, Tongtong Lei, Kaiyue Liu and Chuang Li
Systems 2025, 13(7), 590; https://doi.org/10.3390/systems13070590 - 15 Jul 2025
Viewed by 310
Abstract
In the low-carbon era, there is a serious challenge of climate change, which urgently needs to promote low-carbon consumption behavior in order to build sustainable low-carbon consumption patterns. The establishment of this model not only requires in-depth theoretical research as support, but also [...] Read more.
In the low-carbon era, there is a serious challenge of climate change, which urgently needs to promote low-carbon consumption behavior in order to build sustainable low-carbon consumption patterns. The establishment of this model not only requires in-depth theoretical research as support, but also requires tripartite cooperation between the government, enterprises and the public to jointly promote the popularization and practice of the low-carbon consumption concept. Therefore, by constructing a tripartite evolutionary game model and simulation analysis, this study deeply discusses the mechanism of government policy on the strategy choice of logistics enterprises. The stability strategy and satisfying conditions are deeply analyzed by constructing a tripartite evolutionary game model of the logistics industry, government, and consumers. With the help of MATLAB R2023b simulation analysis, the following key conclusions are drawn: (1) The strategic choice of logistics enterprises is affected by various government policies, including research and development intensity, construction intensity, and punishment intensity. These government policies and measures guide logistics enterprises toward low-carbon development. (2) The government’s research, development, and punishment intensity are vital in determining whether logistics enterprises adopt low-carbon strategies. R&D efforts incentivize logistics companies to adopt low-carbon technologies by driving technological innovation and reducing costs. The penalties include economic sanctions to restrain companies that do not comply with low-carbon standards. In contrast, construction intensity mainly affects the consumption behavior of consumers and then indirectly affects the strategic choice of logistics enterprises through market demand. (3) Although the government’s active supervision is a necessary guarantee for logistics enterprises to implement low-carbon strategies, more is needed. This means that in addition to the government’s policy support, it also needs the active efforts of the logistics enterprises themselves and the improvement of the market mechanism to promote the low-carbon development of the logistics industry jointly. This study quantifies the impact of different factors on the system’s evolution, providing a precise decision-making basis for policymakers and helping promote the logistics industry’s and consumers’ low-carbon transition. It also provides theoretical support for the logistics industry’s low-carbon development and green low-carbon consumption and essential guidance for sustainable development. Full article
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22 pages, 2129 KiB  
Article
Reinforcement Learning Methods for Emulating Personality in a Game Environment
by Georgios Liapis, Anna Vordou, Stavros Nikolaidis and Ioannis Vlahavas
Appl. Sci. 2025, 15(14), 7894; https://doi.org/10.3390/app15147894 - 15 Jul 2025
Viewed by 384
Abstract
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and [...] Read more.
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and behavior assessment often rely on self-reported questionnaires, which are prone to bias and manipulation. RL offers a compelling alternative by generating diverse, objective behavioral data through agent–environment interactions. In this paper, we propose a Reinforcement Learning-based framework in a game environment, where agents simulate personality-driven behavior using context-aware policies and exhibit a wide range of realistic actions. Our method, which is based on the OCEAN Five personality model—openness, conscientiousness, extroversion, agreeableness, and neuroticism—relates psychological profiles to in-game decision-making patterns. The agents are allowed to operate in numerous environments, observe behaviors that were modeled using another simulation system (HiDAC) and develop the skills needed to navigate and complete tasks. As a result, we are able to identify the personality types and team configurations that have the greatest effects on task performance and collaboration effectiveness. Using interaction data derived from self-play, we investigate the relationships between behaviors motivated by the personalities of the agents, communication styles, and team outcomes. The results demonstrate that in addition to having an effect on performance, personality-aware agents provide a solid methodology for producing realistic behavioral data, developing adaptive NPCs, and evaluating team-based scenarios in challenging settings. Full article
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37 pages, 618 KiB  
Systematic Review
Interaction, Artificial Intelligence, and Motivation in Children’s Speech Learning and Rehabilitation Through Digital Games: A Systematic Literature Review
by Chra Abdoulqadir and Fernando Loizides
Information 2025, 16(7), 599; https://doi.org/10.3390/info16070599 - 12 Jul 2025
Viewed by 491
Abstract
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural [...] Read more.
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural Language Processing (NLP) in speech rehabilitation, with a particular focus on interaction modalities, engagement autonomy, and motivation. We have reviewed 45 selected studies. Our key findings show how intelligent tutoring systems, adaptive voice-based interfaces, and gamified speech interventions can empower children to engage in self-directed speech learning, reducing dependence on therapists and caregivers. The diversity of interaction modalities, including speech recognition, phoneme-based exercises, and multimodal feedback, demonstrates how AI and Assistive Technology (AT) can personalise learning experiences to accommodate diverse needs. Furthermore, the incorporation of gamification strategies, such as reward systems and adaptive difficulty levels, has been shown to enhance children’s motivation and long-term participation in speech rehabilitation. The gaps identified show that despite advancements, challenges remain in achieving universal accessibility, particularly regarding speech recognition accuracy, multilingual support, and accessibility for users with multiple disabilities. This review advocates for interdisciplinary collaboration across educational technology, special education, cognitive science, and human–computer interaction (HCI). Our work contributes to the ongoing discourse on lifelong inclusive education, reinforcing the potential of AI-driven serious games as transformative tools for bridging learning gaps and promoting speech rehabilitation beyond clinical environments. Full article
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21 pages, 1620 KiB  
Article
Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design
by Chenhan Jiang, Shengyu Huang and Tao Shen
Systems 2025, 13(7), 576; https://doi.org/10.3390/systems13070576 - 12 Jul 2025
Viewed by 432
Abstract
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, [...] Read more.
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, and process strategy remain unclear. Treating the design setting as adaptive, we captured real-time interactions by collecting think-aloud data from 48 novice designers. Nine prompt categories were extracted and their cognitive effects were systematically analyzed through the Repertory Grid Technique (RGT), principal component analysis (PCA), and Ward clustering. These analyses revealed three perception profiles: tool-based, collaborative, and mentor-like. Strategy coding of 321 prompt-aligned utterances showed cluster-specific differences in path length, first moves, looping, and branching. Tool-based prompts reinforced boundary control through short linear refinements; collaborative prompts sustained moderate iterative enquiry cycles; mentor-like prompts triggered divergent exploration via self-loops and frequent jumps. We therefore propose a stage-adaptive framework that deploys mentor-like prompts for ideation, collaborative prompts for mid-phase iteration, and tool-based prompts for final verification. This approach balances creativity with procedural efficiency and offers a reusable blueprint for integrating prompt-driven agency modelling into GenAI design workflows. Full article
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26 pages, 863 KiB  
Systematic Review
Examining the Design Characteristics of Mnemonics Serious Games on the App Stores: A Systematic Heuristic Review
by Kingson Fung and Kiemute Oyibo
Appl. Sci. 2025, 15(14), 7772; https://doi.org/10.3390/app15147772 - 10 Jul 2025
Viewed by 245
Abstract
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 [...] Read more.
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 mnemonics mobile apps and evaluated them using two established frameworks from the literature. Our analysis revealed that most of the games teach language or medicine, take the form of puzzles or quizzes, and feature acronyms and/or images, with players rating them at least three out of five stars on average. All 32 apps supported feedback, interactivity, and challenge. A few supported agency, identity and self-presence, while many did not support key characteristics such as social and spatial presences. The overall finding indicates a need to create a mnemonics-based and tailored framework to guide the design of mnemonics games in the future to make them more effective. Full article
(This article belongs to the Special Issue Virtual Reality and Serious Games: Developments and Applications)
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27 pages, 2130 KiB  
Article
Disaster Risk Reduction in a Manhattan-Type Road Network: A Framework for Serious Game Activities for Evacuation
by Corrado Rindone and Antonio Russo
Sustainability 2025, 17(14), 6326; https://doi.org/10.3390/su17146326 - 10 Jul 2025
Viewed by 262
Abstract
The increasing number of natural and man-made disasters registered at the global level is causing a significant amount of damage. This represents one of the main sustainability challenges at the global level. The collapse of the Twin Towers, Hurricane Katrina, and the nuclear [...] Read more.
The increasing number of natural and man-made disasters registered at the global level is causing a significant amount of damage. This represents one of the main sustainability challenges at the global level. The collapse of the Twin Towers, Hurricane Katrina, and the nuclear accident at the Fukushima power plant are some of the most representative disaster events that occurred at the beginning of the third millennium. These relevant disasters need an enhanced level of preparedness to reduce the gaps between the plan and its implementation. Among these actions, training and exercises play a relevant role because they increase the capability of planners, managers, and the people involved. By focusing on the exposure risk component, the general objective of the research is to obtain quantitative evaluations of the exercise’s contribution to risk reduction through evacuation. The paper aims to analyze serious games using a set of methods and models that simulate an urban risk reduction plan. In particular, the paper proposes a transparent framework that merges transport risk analysis (TRA) and transport system models (TSMs), developing serious game activities with the support of emerging information and communication technologies (e-ICT). Transparency is possible through the explicitation of reproducible analytical formulations and linked parameters. The core framework of serious games is constituted by a set of models that reproduce the effects of players’ choices, including planned actions of decisionmakers and travel users’ choices. The framework constitutes the prototype of a digital platform in a “non-stressful” context aimed at providing more insights about the effects of planned actions. The proposed framework is characterized by transparency, a feature that allows other analysts and planners to reproduce each risk scenario, by applying TRA and relative effects simulations in territorial contexts by means of TSMs and parameters updated by e-ICT. A basic experimentation is performed by using a game, presenting the main results of a prototype test based on a reproducible exercise. The prototype experiment demonstrates the efficacy of increasing preparedness levels and reducing exposure by designing and implementing a serious game. The paper’s methodology and results are useful for policymakers, emergency managers, and the community for increasing the preparedness level. Full article
(This article belongs to the Special Issue Sustainable Transportation Engineering and Mobility Safety Management)
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14 pages, 814 KiB  
Article
Exploring Cognitive Variability in Interactive Museum Games
by George E. Raptis
Heritage 2025, 8(7), 267; https://doi.org/10.3390/heritage8070267 - 7 Jul 2025
Viewed by 290
Abstract
Understanding how cognitive differences shape visitor behavior in digital heritage experiences is essential for designing inclusive and engaging museum technologies. This study explores the relationship between cognitive level and interaction behavior, affective responses, and sensor-based engagement using a publicly available dataset from a [...] Read more.
Understanding how cognitive differences shape visitor behavior in digital heritage experiences is essential for designing inclusive and engaging museum technologies. This study explores the relationship between cognitive level and interaction behavior, affective responses, and sensor-based engagement using a publicly available dataset from a digital museum game. Participants (N = 1000) were categorized into three cognitive levels (Early, Developing, and Advanced), and their data were analyzed across three domains: user interaction behavior, affective and performance states, and sensor-based interaction measures. Our findings suggest that sensor-level interactions are more sensitive indicators of cognitive differences than observable behavior or inferred affect. This work contributes to the heritage HCI field by highlighting the potential for cognitively adaptive systems that personalize the museum experience in real-time, enhancing accessibility, engagement, and learning in cultural settings. Full article
(This article belongs to the Section Digital Heritage)
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22 pages, 4142 KiB  
Study Protocol
A Framework for Corticomuscle Control Studies Using a Serious Gaming Approach
by Pedro Correia, Carla Quintão, Cláudia Quaresma and Ricardo Vigário
Methods Protoc. 2025, 8(4), 74; https://doi.org/10.3390/mps8040074 - 7 Jul 2025
Viewed by 457
Abstract
Sophisticated voluntary movements are essential for everyday functioning, making the study of how the brain controls muscle activity a central challenge in neuroscience. Investigating corticomuscular control through non-invasive electrophysiological recordings is particularly complex due to the intricate nature of neuronal signals. To address [...] Read more.
Sophisticated voluntary movements are essential for everyday functioning, making the study of how the brain controls muscle activity a central challenge in neuroscience. Investigating corticomuscular control through non-invasive electrophysiological recordings is particularly complex due to the intricate nature of neuronal signals. To address this challenge, we present a novel experimental methodology designed to study corticomuscular control using electroencephalography (EEG) and electromyography (EMG). Our approach integrates a serious gaming biofeedback system with a specialized experimental protocol for simultaneous EEG-EMG data acquisition, optimized for corticomuscular studies. This work introduces, for the first time, a method for assessing brain–muscle functional connectivity during the execution of a demanding motor task. By identifying neuronal sources linked to muscular activity, this methodology has the potential to advance our understanding of motor control mechanisms. These insights could contribute to improving clinical practices and fostering the development of novel brain–computer interface technologies. Full article
(This article belongs to the Section Biomedical Sciences and Physiology)
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