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      Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

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          Abstract

          Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing principles and requirements from game-related literature to effective and attractive serious games. In addition to the review of the relevant literature, we also include workshop results. Furthermore, we analyzed and summarized 22 state-of-the-art serious games for education and health. The selected best-practice serious games either prove their effectiveness through scientific studies or by winning game awards. For the analysis of these games, we refer to “DIN SPEC 91380 Serious Games Metadata Format.” A summarized text states quality criteria for both the serious and the game part, and especially the balance between them. We provide guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts.

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          The Motivational Pull of Video Games: A Self-Determination Theory Approach

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            Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial

            Background The beneficial effects of brain training games are expected to transfer to other cognitive functions, but these beneficial effects are poorly understood. Here we investigate the impact of the brain training game (Brain Age) on cognitive functions in the elderly. Methods and Results Thirty-two elderly volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). This study was completed by 14 of the 16 members in the Brain Age group and 14 of the 16 members in the Tetris group. To maximize the benefit of the interventions, all participants were non-gamers who reported playing less than one hour of video games per week over the past 2 years. Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Each group played for a total of about 20 days. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into four categories (global cognitive status, executive functions, attention, and processing speed). Results showed that the effects of the brain training game were transferred to executive functions and to processing speed. However, the brain training game showed no transfer effect on any global cognitive status nor attention. Conclusions Our results showed that playing Brain Age for 4 weeks could lead to improve cognitive functions (executive functions and processing speed) in the elderly. This result indicated that there is a possibility which the elderly could improve executive functions and processing speed in short term training. The results need replication in large samples. Long-term effects and relevance for every-day functioning remain uncertain as yet. Trial Registration UMIN Clinical Trial Registry 000002825
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              Using active video games for physical activity promotion: a systematic review of the current state of research.

              This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.
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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Jul-Sep 2020
                24 July 2020
                : 8
                : 3
                : e19037
                Affiliations
                [1 ] Multimedia Communications Lab Technical University of Darmstadt Darmstadt Germany
                [2 ] Institute of Sport Science Technical University of Darmstadt Darmstadt Germany
                [3 ] Research Group Didactics of Mathematics Technical University of Darmstadt Darmstadt Germany
                Author notes
                Corresponding Author: Polona Caserman polona.caserman@ 123456kom.tu-darmstadt.de
                Author information
                https://orcid.org/0000-0002-3252-4533
                https://orcid.org/0000-0003-0393-1532
                https://orcid.org/0000-0001-9660-691X
                https://orcid.org/0000-0002-2380-9844
                https://orcid.org/0000-0002-6042-146X
                https://orcid.org/0000-0003-2958-7653
                https://orcid.org/0000-0002-8971-3888
                https://orcid.org/0000-0003-3651-8744
                Article
                v8i3e19037
                10.2196/19037
                7414398
                32706669
                81f274e6-f542-4edc-a3e5-42fb799b83fb
                ©Polona Caserman, Katrin Hoffmann, Philipp Müller, Marcel Schaub, Katharina Straßburg, Josef Wiemeyer, Regina Bruder, Stefan Göbel. Originally published in JMIR Serious Games (http://games.jmir.org), 24.07.2020.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 3 April 2020
                : 2 May 2020
                : 14 May 2020
                : 29 May 2020
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                serious games,educational games,games for health,exergames,quality criteria,video games

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