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Mobile gaming - A serious business!

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dc.contributor.authorParsons, David-
dc.contributor.authorPetrova, Krassie-
dc.contributor.authorRyu, Hokyoung-
dc.date.accessioned2022-07-16T16:16:09Z-
dc.date.available2022-07-16T16:16:09Z-
dc.date.created2021-05-13-
dc.date.issued2012-03-
dc.identifier.issn0000-0000-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/166090-
dc.description.abstractThis paper describes the design and development of a mobile serious game and discusses the outcomes of a prototype evaluation. The game augments a physical location to represent a virtual company. Players take the role of business consultants hired by this company to help it address its problems and 'interview' virtual employees, obtaining information and physical artifacts, players must infer the problems behind the symptoms the company is facing, and offer change recommendations, utilizing higher level thinking skills. The game-like activities address issues common to business simulations by leveraging the contextual learning made possible by mobile devices and provide a context within which students bring their higher level thinking skills to bear on the problems presented by the game.-
dc.language영어-
dc.language.isoen-
dc.publisherIEEE-
dc.titleMobile gaming - A serious business!-
dc.typeArticle-
dc.contributor.affiliatedAuthorRyu, Hokyoung-
dc.identifier.doi10.1109/WMUTE.2012.11-
dc.identifier.scopusid2-s2.0-84860830171-
dc.identifier.bibliographicCitationProceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012, pp.17 - 24-
dc.relation.isPartOfProceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012-
dc.citation.titleProceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012-
dc.citation.startPage17-
dc.citation.endPage24-
dc.type.rimsART-
dc.type.docTypeConference Paper-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscopus-
dc.subject.keywordPlusBusiness simulation-
dc.subject.keywordPlusContextual learning-
dc.subject.keywordPlusCritical thinking-
dc.subject.keywordPlusDesign and Development-
dc.subject.keywordPlusMobile gaming-
dc.subject.keywordPlusMobile Learning-
dc.subject.keywordPlusPhysical artifacts-
dc.subject.keywordPlusPhysical locations-
dc.subject.keywordPlusSerious games-
dc.subject.keywordPlussimulation-
dc.subject.keywordPlusThinking skills-
dc.subject.keywordPlusVirtual employees-
dc.subject.keywordPlusAugmented reality-
dc.subject.keywordPlusIndustry-
dc.subject.keywordPlusMobile devices-
dc.subject.keywordPlusStudents-
dc.subject.keywordPlusEngineering education-
dc.subject.keywordAuthoraugmented reality-
dc.subject.keywordAuthorcritical thinking-
dc.subject.keywordAuthormobile learning-
dc.subject.keywordAuthorproblem-solving-
dc.subject.keywordAuthorserious games-
dc.subject.keywordAuthorsimulation-
dc.identifier.urlhttps://ieeexplore.ieee.org/document/6185075-
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