Anton Eliëns, Zsofia Ruttkay
Creative Technology / University Twente
multimedia @ VU / Amsterdam
application context(s)
Serious games and simulations are poised for a second revolution. Today's children, our workforce and scientists are increasingly playing, learning, and inventing in visually intensive "virtual" environments. In our increasingly experiential economy, immersive educational and training solutions are needed to advance the workforce of tomorrow. Game-based learning and technologies meet this challenge.
characteristic(s)
benefit(s) of symbolic machinima
level(s) of behaviour
web server
user action(s) / choice point(s)
reference model
service management game(s)
desired/norm behaviour(s)
user
goal(s) of analysis