Detailed Information

Cited 3 time in webofscience Cited 3 time in scopus
Metadata Downloads

Internet-of-things-enabled serious games: A comprehensive survey

Full metadata record
DC Field Value Language
dc.contributor.authorAhmad, S.-
dc.contributor.authorUmirzakova, S.-
dc.contributor.authorJamil, F.-
dc.contributor.authorWhangbo, T.K.-
dc.date.accessioned2022-11-30T01:40:18Z-
dc.date.available2022-11-30T01:40:18Z-
dc.date.created2022-07-25-
dc.date.issued2022-11-
dc.identifier.issn0167-739X-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/86174-
dc.description.abstractInternet of things has been one of the predominant research areas for the past two decades. Many application domains have embraced it to solve challenges that have long been considered hurdles. A recent trend in information communication technologies is integrating miniature sensing devices to elevate the experience in serious games. Serious games are games whose sole aim is not entertainment but rather to serve as a source of information and learning in a playful manner. Serious games are becoming one of the sizzling literature topics and are applied to every part of human lives, such as education, healthcare, and physical training, to name a few. Internet of Things, the biggest provider of modern-day games via personal mobiles, can be utilized to design serious games. However, deploying serious games in the Internet of Things environment engenders new challenges. This paper aims to provide a comprehensive survey on Internet of things-enabled serious games and investigate the challenges towards their realization. First, we highlight serious game domains and spot the evolution and motivation that lead to Internet-of-Things-enabled Serious Games. Later, we classify the state-of-the-art by devising a comprehensive taxonomy. In the end, we present numerous unaddressed open challenges in the current form of the state-of-the-art and identify future directions. © 2022 The Author(s)-
dc.language영어-
dc.language.isoen-
dc.publisherElsevier-
dc.relation.isPartOfFuture Generation Computer Systems-
dc.titleInternet-of-things-enabled serious games: A comprehensive survey-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass1-
dc.identifier.wosid000890487100005-
dc.identifier.doi10.1016/j.future.2022.05.026-
dc.identifier.bibliographicCitationFuture Generation Computer Systems, v.136, pp.67 - 83-
dc.description.isOpenAccessY-
dc.identifier.scopusid2-s2.0-85132399900-
dc.citation.endPage83-
dc.citation.startPage67-
dc.citation.titleFuture Generation Computer Systems-
dc.citation.volume136-
dc.contributor.affiliatedAuthorAhmad, S.-
dc.contributor.affiliatedAuthorUmirzakova, S.-
dc.contributor.affiliatedAuthorJamil, F.-
dc.contributor.affiliatedAuthorWhangbo, T.K.-
dc.type.docTypeReview-
dc.subject.keywordAuthorEdge computing-
dc.subject.keywordAuthorEdutainment-
dc.subject.keywordAuthorGamification-
dc.subject.keywordAuthorInternet of things-
dc.subject.keywordAuthorReal-time systems-
dc.subject.keywordAuthorSerious games-
dc.subject.keywordPlusENERGY-EXPENDITURE-
dc.subject.keywordPlusPHYSICAL-ACTIVITY-
dc.subject.keywordPlusVIRTUAL-REALITY-
dc.subject.keywordPlusARCHITECTURE-
dc.subject.keywordPlusEDUCATION-
dc.subject.keywordPlusTAXONOMY-
dc.subject.keywordPlusSCIENCE-
dc.subject.keywordPlusREQUIREMENTS-
dc.subject.keywordPlusMETAANALYSIS-
dc.subject.keywordPlusTECHNOLOGY-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalWebOfScienceCategoryComputer Science, Theory & Methods-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
Files in This Item
There are no files associated with this item.
Appears in
Collections
IT융합대학 > 컴퓨터공학과 > 1. Journal Articles

qrcode

Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.

Related Researcher

Researcher ahmad, shabir photo

ahmad, shabir
IT (Department of Computer Engineering)
Read more

Altmetrics

Total Views & Downloads

BROWSE