Lecture Notes in Computer Science 8101 Commenced Publication in 1973 Founding and Former Series Editors: Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen Editorial Board David Hutchison Lancaster University, UK Takeo Kanade Carnegie Mellon University, Pittsburgh, PA, USA Josef Kittler University of Surrey, Guildford, UK Jon M. Kleinberg Cornell University, Ithaca, NY, USA Alfred Kobsa University of California, Irvine, CA, USA Friedemann Mattern ETH Zurich, Switzerland John C. Mitchell Stanford University, CA, USA Moni Naor Weizmann Institute of Science, Rehovot, Israel Oscar Nierstrasz University of Bern, Switzerland C. Pandu Rangan Indian Institute of Technology, Madras, India Bernhard Steffen TU Dortmund University, Germany Madhu Sudan Microsoft Research, Cambridge, MA, USA Demetri Terzopoulos University of California, Los Angeles, CA, USA Doug Tygar University of California, Berkeley, CA, USA Gerhard Weikum Max Planck Institute for Informatics, Saarbruecken, Germany
Minhua Ma Manuel Fradinho Oliveira Sobah Petersen Jannicke Baalsrud Hauge (Eds.) Serious Games Development and Applications 4th International Conference, SGDA 2013 Trondheim, Norway, September 25-27, 2013 Proceedings 13
Volume Editors Minhua Ma Digital Design Studio, Glasgow School of Art, Glasgow, UK E-mail: m.ma@gsa.ac.uk Manuel Fradinho Oliveira Sobah Petersen SINTEF Technology and Society, Trondheim, Norway E-mail: {manuel.oliveira, sobah.petersen}@sintef.no Jannicke Baalsrud Hauge University of Bremen Bremen Institute for Production and Logistics, Bremen, Germany E-mail: baa@biba.uni-bremen.de ISSN 0302-9743 e-issn 1611-3349 ISBN 978-3-642-40789-5 e-isbn 978-3-642-40790-1 DOI 10.1007/978-3-642-40790-1 Springer Heidelberg New York Dordrecht London Library of Congress Control Number: 2013946900 CR Subject Classification (1998): K.8.0, I.2.1, K.3.1, H.4.1, H.5.3, K.4.3, I.3 LNCS Sublibrary: SL 6 Image Processing, Computer Vision, Pattern Recognition, and Graphics Springer-Verlag Berlin Heidelberg 2013 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Typesetting: Camera-ready by author, data conversion by Scientific Publishing Services, Chennai, India Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)
Preface As games technologies have become more and more widely available, the ability of games to engage users effectively in specific, designed activities has been seized as an opportunity to use computer games for purposes beyond recreation. Since the term serious games was comprehensively defined in 2002, they have been used as a tools to gives individuals a novel way to interact with games in order to promote physical activities, to learn skills and knowledge, to support social or emotional development, to treat different types of psychological and physical disorders, to generate awareness, and to advertise and promote in application areas such as engineering, education and training, competence development, healthcare, military, advertising, city planning, production, and crisis response, just to name a few. Many recent studies have identified the benefits of using video games for a variety of serious purposes. Serious gaming is a particularly timely subject as there has been recent re-emergence of serious games design and production; one 2010 market study indicated that the worldwide market for serious games was worth 1.5 billion. The aim of the annual International Conference on Serious Games Development and Applications (SGDA) is to disseminate and exchange knowledge on serious games technologies, game design and development; to provide practitioners and interdisciplinary communities with a peer-reviewed forum to discuss the state of the art in serious games research, their ideas and theories, and innovative applications of serious games; to explain cultural, social and scientific phenomena by means of serious games; to concentrate on the interaction between theory and application; to share best practice and lessons learnt; to develop new methodologies in various application domains using games technologies; to explore perspectives of future developments and innovative applications relevant to serious games and related areas; and to establish and foster a cross-sector and cross-disciplinary network of researchers, game developers, practitioners, domain experts, and students interested in serious games. The 4 th International Conference on Serious Games Development and Applications (SGDA 2013) was hosted by SINTEF and the Norwegian University of Science and Technology (NTNU) in Trondheim, Norway. SGDA 2013 appeared in the sequence of the successes of the First International Workshop on Serious Games Development and Application held in Derby in 2010, the Second International Conference on Serious Games Development and Applications held in Lisbon in 2011, and the Third SGDA conference at Bremen in 2012. The conference is supported by the European GALA Network of Excellence for Serious Games, FP7 TARGET Project, SINTEF, Glasgow School of Art, University of Bremen, BIBA-Bremen Institute for Production & Logistics, Technical University of Lisbon, INESC-ID/IST, Norwegian University of Science and Technology, University of Derby, and a number of prestigious European part-
VI Preface ners. This year, SINTEF and NTNU hosted the fourth annual conference (SGDA 2013) during September 25 27 2013. In all, 23 full papers, nine short papers/posters, and two invited keynotes covering a wide range of aspects of serious games design and use were presented at SGDA 2013. Speakers came from 15 countries throughout Europe and around the world, including Canada, Singapore, and Tunisia. The papers are published in the Springer LNCS series (vol. 8101). The two keynote speakers were Gael Seydoux, the New Business Development Director of Ubisoft France, and Dr. Simon McCallum, who has been working with serious games for over 10 years and is currently teaching students from first year game design to PhD course in serious games at the Gjøvik University College. We would like thank all the authors, speakers, and reviewers for their contribution to SGDA 2013. July 2013 Minhua Ma
Organization SGDA 2013 was hosted by SINTEF Technology and Society, Norway, and the Norwegian University of Science and Technology (NTNU), in cooperation with: the Digital Design Studio, Glasgow School of Art, UK; Bremen Institute for Production & Logistics (BIBA), University of Bremen, Germany; and IFIP Technical Committee (TC14) Entertainment Computing - Working Group on Serious Games (WG 14.8). Conference Chairs Bjorn Andersen Tim March Minhua Ma Norwegian University of Science and Technology, Norway James Cook University, Australia Glasgow School of Art, UK LNCS Volume Editors Minhua Ma Manuel Fradinho Oliveira Sobah Petersen Jannicke Baalsrud Hauge Glasgow School of Art, UK SINTEF Technology and Society, Norway SINTEF Technology and Society, Norway Bremen Institute for Production & Logistics, Germany Program Chairs Minhua Ma Sobah Petersen Manuel Fradinho Oliveira Glasgow School of Art, UK SINTEF Technology and Society, Norway SINTEF Technology and Society, Norway Local Organizing Committee Sobah Petersen Bjorn Andersen Manuel Fradinho Oliveira Ekaterina Prasolova-Førland Tonje Hamnes
VIII Organization Program Committee Daisy Abbott, UK Esteve Almirall, Spain Bjorn Andersen, Norway Francesco Belotti, Italy Riccardo Berta, Italy Rafael Bidarra, The Netherlands Daniel Burgos, Spain David Bustard, UK Paul Chapman, UK Thomas Connolly, UK Ben Cowley, Finland Sara de Freitas, UK Heiko Duin, Germany Abdennour El Rhalibi, UK Marco Gilles, UK Alessandro Gloria, Italy Poul Hansen, Denmark Jannicke Baalsrud Hauge, Germany Gabriele Hoeborn, Germany Lakhmi Jain, Australia Matthias Kalverkamp, Germany Michael Kickmeier, Austria Ralf Klamma, Germany Marco Luccini, France Minhua Ma, UK Tim Marsh, Australia Igor Mayer, The Netherlands Paul Mc Kevitt, UK Rob Nadolski, The Netherlands Jeppe Herlev Nielsen, Sweden Andreas Oikonomouv, UK Manuel Fradinho Oliveira, Norway João Pereira, Portugal Sobah Petersen, Norway Ekaterina Prasolova-Førland, Norway Elaine Raybourne, USA Johann Riedel, UK Luis Paulo Santos, Portugal Marcus Seifert, Germany Riitta Smeds, Finland Ioana Stanescu, Romania Marco Taisch, Italy Klaus-Dieter Thoben, Germany Wim Westera, The Netherlands Sponsoring Institutions SINTEF Technology and Society, Norway Norwegian University of Science and Technology, Norway Digital Design Studio, Glasgow School of Art, UK Bremen Institute for Production & Logistics (BIBA), Germany University of Bremen, Germany Technical University of Lisbon, Portugal INESC-ID, Lisbon, Portugal University of Derby, UK
Table of Contents Games for Health Emotion Recognition for Mobile Devices with a Potential Use in Serious Games for Autism Spectrum Disorder... 1 Olav Brenna Hansen, Adiljan Abdurihim, and Simon McCallum Dementia Games: A Literature Review of Dementia-Related Serious Games... 15 Simon McCallum and Costas Boletsis Training Adapted to Alzheimer Patients for Reducing Daily Activities Errors and Cognitive Decline... 28 Julien Vandewynckel, Martin J.D. Otis, Bruno Bouchard, and Bob-Antoine J. Menelas SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings... 37 Francisco Raposo, Guilherme Santos, and João Pereira A Kinect-Based System for Cardiopulmonary Resuscitation Simulation: A Pilot Study... 51 Voravika Wattanasoontorn, Milan Magdics, Imma Boada, and Mateu Sbert Towards a Serious Game for Trauma Treatment... 64 Simon Mayr and Paolo Petta Game Design for All: The Example of Hammer and Planks... 70 Ines Di Loreto, Benoit Lange, Antoine Seilles, Sebastien Andary, and William Dyce Games for Education and Training Learning by Playing and Learning by Making... 76 Barbara Garneli, Michail N. Giannakos, Konstantinos Chorianopoulos, and Letizia Jaccheri The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education... 86 Costas Boletsis and Simon McCallum Enhancing the Reading Experience through User-Generated Serious Games on the MyGame-4u Platform... 96 Christopher De Marco, Christine Evain, and Francisco Gutierrez
X Table of Contents Work Safety and Health Games-Based Learning... 108 Peter Leong and Vincent Goh Learning Efficacy of the Hazard Recognition Serious Game: A Quasi-Experimental Study... 118 Igor Mayer, Arthur Wolff, and Ivo Wenzler Serious Gaming in Manufacturing Education... 130 Manuel Oliveira, Gregor Cerinsek, Heiko Duin, and Marco Taisch The Rake and the X: Two Game-Based Approaches to Facilitate Cross-Disciplinary Classes in Higher Education... 145 Tine Rosenthal Johansen and Thomas Duus Henriksen Games for Other Purposes The Ambience Table: A Serious Gaming Interface for Aiding Sound Design... 151 Andreas Jönsson, Ronan Breslin, and Minhua Ma Supporting Crisis Training with a Mobile Game System... 165 Ines Di Loreto, Emil A. Mork, Simone Mora, and Monica Divitini Serious Game for Quantum Research... 178 Oliver T. Brown, John Truesdale, Sandy Louchart, Suzanne McEndoo, Sabrina Maniscalco, Judy Robertson, Theodore Lim, and Stephen Kilbride The Evaluation of Serious Games Supporting Creativity through Student Labs... 188 Jannicke Baalsrud Hauge, Heiko Duin, and Klaus-Dieter Thoben HiNTHunt A Pervasive Game to Support and Encourage Desired Activities for New Students... 200 Trygve Pløhn and Trond Aalberg Serious Game Modules for Entertainment Games... 206 Darren Eymundson and Michael Janzen Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)... 212 Margarida Romero and Mireia Usart Game Design and Theories Simulating Ability: Representing Skills in Games... 226 Magnus Lie Hetland
Table of Contents XI Design for Transfer: Meaningful Play through Metaphorical Recontextualisation... 239 Derek A. Kuipers, Bard O. Wartena, Ate Dijkstra, Jelle T. Prins, and Jean-Pierre E.N. Pierie Designing Well with Others: Using Customer s Core Competencies When Co-designing Learning Games... 247 Thomas Duus Henriksen An Emerging Model of Creative Game-Based Learning... 254 Anja Sisarica and Neil Maiden Exploiting Psychological Needs to Increase Motivation for Learning... 260 Malin Aas Berg and Sobah Abbas Petersen Towards Effective Evaluation of Serious Games in Relation to Educational Objectives... 266 Afef Ghannem and Maha Khemaja Using Learning Games to Meet Learning Objectives... 273 Thomas Duus Henriksen Cognitive Maps of Serious Games: An Exploratory Approach of Learners Representations... 278 Hélène Michel Gaming Interface A Serious Game for the Learning of Vibrotactile Feedbacks Presented under the Foot: How Many and How Fast?... 288 David Gagnon, Martin J.-D. Otis, and Bob-Antoine J. Menelas Idle Motion Synthesis of Human Head and Face in Virtual Reality Environment... 299 Maja Kocoń Policy Matters Serious Games in a European Policy Context... 307 Igor Mayer, Johann C.K.H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, and Sobah Abbas Petersen Author Index... 321