e-Informatica Software Engineering Journal Computer Game Scenario Representation: A Systematic Mapping Study

Computer Game Scenario Representation: A Systematic Mapping Study

[1]Maria-Eleni Paschali and Ioannis Stamelos, "Computer Game Scenario Representation: A Systematic Mapping Study", In e-Informatica Software Engineering Journal, vol. 17, no. 1, pp. 230103, 2023. DOI: 10.37190/e-Inf230103.

Download article (PDF)Get article BibTeX file


Maria-Eleni Paschali, Ioannis Stamelos


Background: Game scenario is an important factor for achieving player enjoyment; consisting a key business success factor. Additionally, the production of early design artifacts is crucial for the success of the development process. However, representing scenarios is a non-trivial task: (a) multiple aspects of the game need to be visualized; and (b) there is a plethora of representation approaches, out of which the game designer needs to select from.

Aim: The goal of this work is to provide a panorama of the current scenario representation approaches, to aid game engineers in selecting the most fitting scenario representation approach and understand the existing designing options.

Method: We have performed a Systematic Mapping Study, using 4 digital libraries, since the main goal can be achieved through study classification. By following an established search and filtering process, we have identified 717 articles, and analyzed in detail 95.

Results: Diagrams are the most common generic approach to represent scenario; Game story is the most usual part of the scenario being represented; Characters are the most common component; and Transitions are the most usual connectors.

Conclusion: Researchers may get useful information for empirically investigating several game engineering aspects; whereas game engineers can efficiently select the most fitting approach.


systematic reviews and mapping studies, software architectures and design


1. T.M. Connolly, E.A. Boyle, E. MacArthur, T. Hainey, and J.M. Boyle, “A systematic literature review of empirical evidence on computer games and serious games,” Computers & education , Vol. 59, No. 2, 2012, pp. 661–686.

2. Y.T.C. Yang, “Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation,” Computers & Education , Vol. 59, No. 2, 2012, pp. 365–377.

3. K.D. Squire, “Video game–based learning: An emerging paradigm for instruction,” Performance Improvement Quarterly , Vol. 21, No. 2, 2008, pp. 7–36.

4. H. Ham and Y. Lee, “An empirical study for quantitative evaluation of game satisfaction,” in 2006 International Conference on Hybrid Information Technology , Vol. 2. IEEE, 2006, pp. 724–729.

5. M.E. Paschali, A. Ampatzoglou, A. Chatzigeorgiou, and I. Stamelos, “Non-functional requirements that influence gaming experience: A survey on gamers satisfaction factors,” in Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services , 2014, pp. 208–215.

6. M.E. Paschali, N. Bafatakis, A. Ampatzoglou, A. Chatzigeorgiou, and I. Stamelos, “Tool-assisted game scenario representation through flow charts.” in ENASE , 2018, pp. 223–232.

7. A. Ampatzoglou and I. Stamelos, “Software engineering research for computer games: A systematic review,” Information and Software Technology , Vol. 52, No. 9, 2010, pp. 888–901.

8. A.R. Teyseyre and M.R. Campo, “An overview of 3d software visualization,” IEEE transactions on visualization and computer graphics , Vol. 15, No. 1, 2008, pp. 87–105.

9. F.G. Silva, “Practical methodology for the design of educational serious games,” Information , Vol. 11, No. 1, 2019, p. 14.

10. M. Zyda, “From visual simulation to virtual reality to games,” Computer , Vol. 38, No. 9, 2005, pp. 25–32.

11. P. Zemliansky and D. Wilcox, Design and Implementation of Educational Games: Theoretical and Practical Perspectives: Theoretical and Practical Perspectives . IGI Global, 2010.

12. N. Partlan, E. Carstensdottir, E. Kleinman, S. Snodgrass, C. Harteveld et al., “Evaluation of an automatically-constructed graph-based representation for interactive narrative,” in Proceedings of the 14th International Conference on the Foundations of Digital Games , 2019, pp. 1–9.

13. E. Segel and J. Heer, “Narrative visualization: Telling stories with data,” IEEE transactions on visualization and computer graphics , Vol. 16, No. 6, 2010, pp. 1139–1148.

14. E. Paschali, A. Ampatzoglou, R. Escourrou, A. Chatzigeorgiou, and I. Stamelos, “A metric suite for evaluating interactive scenarios in video games: an empirical validation,” in Proceedings of the 35th Annual ACM Symposium on Applied Computing , 2020, pp. 1614–1623.

15. V. Tovinkere and M. Voss, “Flow graph designer: a tool for designing and analyzing intel® threading building blocks flow graphs,” in 2014 43rd International Conference on Parallel Processing Workshops . IEEE, 2014, pp. 149–158.

16. R. Wettel and M. Lanza, “Visualizing software systems as cities,” in 2007 4th IEEE International Workshop on Visualizing Software for Understanding and Analysis . IEEE, 2007, pp. 92–99.

17. C. Fabricatore, “Gameplay and game mechanics: a key to quality in videogames,” 2007.

18. K. Sedig, P. Parsons, and R. Haworth, “Player–game interaction and cognitive gameplay: A taxonomic framework for the core mechanic of videogames,” in Informatics , Vol. 4, No. 1. MDPI, 2017, p. 4.

19. M. Hendrikx, S. Meijer, J. Van Der Velden, and A. Iosup, “Procedural content generation for games: A survey,” ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) , Vol. 9, No. 1, 2013, pp. 1–22.

20. W.Y. Chan, J. Qin, Y.P. Chui, and P.A. Heng, “A serious game for learning ultrasound-guided needle placement skills,” IEEE Transactions on Information Technology in Biomedicine , Vol. 16, No. 6, 2012, pp. 1032–1042.

21. J.Y. Park and J.H. Park, “A graph-based representation of game scenarios; methodology for minimizing anomalies in computer game,” The Visual Computer , Vol. 26, No. 6, 2010, pp. 595–605.

22. K. Kiili, “Call for learning-game design patterns,” in Educational games: Design, learning and applications , 2010, pp. 299–311.

23. A. Amory, “Game object model version ii: a theoretical framework for educational game development,” Educational Technology Research and Development , Vol. 55, No. 1, 2007, pp. 51–77.

24. K. Petersen, S. Vakkalanka, and L. Kuzniarz, “Guidelines for conducting systematic mapping studies in software engineering: An update,” Information and software technology , Vol. 64, 2015, pp. 1–18.

25. B.A. Kitchenham, L. Madeyski, and D. Budgen, “Segress: Software engineering guidelines for reporting secondary studies,” IEEE Transactions on Software Engineering , 2022.

26. J. Guo, N. Singer, and R. Bastide, “A serious game engine for interview simulation: Application to the development of doctor-patient communication skills,” in 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) . IEEE, 2014, pp. 1–6.

27. P. Mildner, B. John, A. Moch, and W. Effelsberg, “Creation of custom-made serious games with user-generated learning content,” in 2014 13th Annual Workshop on Network and Systems Support for Games . IEEE, 2014, pp. 1–6.

28. M. Cutumisu, C. Onuczko, M. McNaughton, T. Roy, J. Schaeffer et al., “Scriptease: A generative/adaptive programming paradigm for game scripting,” Science of Computer Programming , Vol. 67, No. 1, 2007, pp. 32–58.

29. H. Yin, L. Luo, W. Cai, and J. Zhong, “Data-driven dynamic adaptation framework for multi-agent training game,” in 2015 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT) , Vol. 2. IEEE, 2015, pp. 308–311.

30. L. Pons, C. Bernon, and P. Glize, “Scenario control for (serious) games using self-organizing multi-agent systems,” in 2012 IEEE International Conference on Complex Systems (ICCS) . IEEE, 2012, pp. 1–6.

31. R.C.R. Mota, D.J. Rea, A. Le Tran, J.E. Young, E. Sharlin et al., “Playing the ‘trust game’with robots: Social strategies and experiences,” in 2016 25th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) . IEEE, 2016, pp. 519–524.

32. D. Wiebusch, M. Fischbach, M.E. Latoschik, and H. Tramberend, “Evaluating scala, actors, & ontologies for intelligent realtime interactive systems,” in Proceedings of the 18th ACM symposium on Virtual reality software and technology , 2012, pp. 153–160.

33. T. Schaul, “A video game description language for model-based or interactive learning,” in 2013 IEEE Conference on Computational Inteligence in Games (CIG) . IEEE, 2013, pp. 1–8.

34. K.A.M. Heydn, M.P. Dietrich, M. Barkowsky, G. Winterfeldt, S. von Mammen et al., “The golden bullet: A comparative study for target acquisition, pointing and shooting,” in 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) . IEEE, 2019, pp. 1–8.

35. F. Collé, R. Champagnat, and A. Prigent, “Scenario analysis based on linear logic,” in Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology , 2005, pp. 1–es.

36. T. Terzidou, T. Tsiatsos, A. Dae, O. Samaras, and A. Chasanidou, “Utilizing virtual worlds for game based learning: Grafica, a 3d educational game in second life,” in 2012 IEEE 12th International Conference on Advanced Learning Technologies . IEEE, 2012, pp. 624–628.

37. H. Duin, M. Oliveira, and K.D. Thoben, “A methodology for developing serious gaming stories for sustainable manufacturing,” in 2012 18th International ICE Conference on Engineering, Technology and Innovation . IEEE, 2012, pp. 1–9.

38. U. Rüppel and K. Schatz, “Designing a bim-based serious game for fire safety evacuation simulations,” Advanced engineering informatics , Vol. 25, No. 4, 2011, pp. 600–611.

39. J. Baldeón, I. Rodríguez, A. Puig, D. Gómez, and S. Grau, “From learning to game mechanics: The design and the analysis of a serious game for computer literacy,” in 2016 11th Iberian Conference on Information Systems and Technologies (CISTI) . IEEE, 2016, pp. 1–6.

40. C. Thompson, S. Mohamed, W.Y.G. Louie, J.C. He, J. Li et al., “The robot tangy facilitating trivia games: A team-based user-study with long-term care residents,” in 2017 IEEE international symposium on robotics and intelligent sensors (IRIS) . IEEE, 2017, pp. 173–178.

41. G.J. Hwang, L.H. Yang, and S.Y. Wang, “A concept map-embedded educational computer game for improving students’ learning performance in natural science courses,” Computers & Education , Vol. 69, 2013, pp. 121–130.

42. J. Wang, Z. Zhou, and M. Yu, “Pricing models in a sustainable supply chain with capacity constraint,” Journal of Cleaner Production , Vol. 222, 2019, pp. 57–76.

43. R.C. Nickerson, U. Varshney, and J. Muntermann, “A method for taxonomy development and its application in information systems,” European Journal of Information Systems , Vol. 22, No. 3, 2013, pp. 336–359.

44. A. Ampatzoglou, S. Bibi, P. Avgeriou, M. Verbeek, and A. Chatzigeorgiou, “Identifying, categorizing and mitigating threats to validity in software engineering secondary studies,” Information and Software Technology , Vol. 106, 2019, pp. 201–230.

45. X. Zhou, Y. Jin, H. Zhang, S. Li, and X. Huang, “A map of threats to validity of systematic literature reviews in software engineering,” in 2016 23rd Asia-Pacific Software Engineering Conference (APSEC) . IEEE, 2016, pp. 153–160.

46. S. Keele et al., “Guidelines for performing systematic literature reviews in software engineering,” Technical report, ver. 2.3 ebse technical report. ebse, Tech. Rep., 2007.

47. X. Xu, J. Wu, K. Fujita, T. Kato, and F. Sugaya, “Hey peratama: a breeding game with spoken dialogue interface,” in Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia , 2014, pp. 266–267.

48. M. Gabsdil, A. Koller, and K. Striegnitz, “Natural language and inference in a computer game,” in COLING 2002: The 19th International Conference on Computational Linguistics , 2002.

49. I. Evgenia, M. Ekaterina, and V. Gennady, “Development of information security quest based on use of information and communication technologies,” in Proceedings of the 12th International Conference on Security of Information and Networks , 2019, pp. 1–5.

50. T. Frtala and V. Vranic, “Animating organizational patterns,” in 2015 IEEE/ACM 8th International Workshop on Cooperative and Human Aspects of Software Engineering . IEEE, 2015, pp. 8–14.

51. J.M. Gauthier, “Gaming: back to the basics,” in ACM SIGGRAPH ASIA 2008 educators programme , 2008, pp. 1–4.

52. G. Mehlmann, B. Endrass, and E. André, “Modeling parallel state charts for multithreaded multimodal dialogues,” in Proceedings of the 13th international conference on multimodal interfaces , 2011, pp. 385–392.

53. A. Hautasaari, “Machine translation effects on group interaction: an intercultural collaboration experiment,” in Proceedings of the 3rd international conference on Intercultural collaboration , 2010, pp. 69–78.

54. A.L. Martin-Niedecken, K. Rogers, L. Turmo Vidal, E.D. Mekler, and E. Márquez Segura, “Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup,” in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems , 2019, pp. 1–15.

55. T. Takahashi, K. Tanaka, and N. Oka, “Adaptive mixed-initiative dialog motivates a game player to talk with an npc,” in Proceedings of the 6th International Conference on Human-Agent Interaction , 2018, pp. 153–160.

56. S. Coros, P. Beaudoin, and M. Van de Panne, “Robust task-based control policies for physics-based characters,” in ACM SIGGRAPH Asia 2009 papers , 2009, pp. 1–9.

57. M. Neuenhaus and M. Aly, “Empathy up,” in Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems , 2017, pp. 86–92.

58. Y. Gu and M. Veloso, “Effective team-driven multi-model motion tracking,” in Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction , 2006, pp. 210–217.

59. J.F. Weng, S.S. Tseng, and T.J. Lee, “Teaching boolean logic through game rule tuning,” IEEE transactions on learning technologies , Vol. 3, No. 4, 2010, pp. 319–328.

60. O. Janssens, K. Samyny, R. Van de Walle, and S. Van Hoecke, “Educational virtual game scenario generation for serious games,” in 2014 IEEE 3nd International Conference on Serious Games and Applications for Health (SeGAH) . IEEE, 2014, pp. 1–8.

61. J.P. David, A. Lejeune, and E. Villiot-Leclercq, “Expressing workshop scenario with computer independent model,” in Sixth International Conference on Advanced Learning Technologies . IEEE Computer Society, 2006, pp. 1168–1169.

62. S. Yingying, G. Liyan, and Z. Zuyao, “Researches and development of interactive educational toys for children,” in 2010 International Conference on Artificial Intelligence and Education (ICAIE) . IEEE, 2010, pp. 344–346.

63. A. Parakh, P. Chundi, and M. Subramaniam, “An approach towards designing problem networks in serious games,” in 2019 IEEE Conference on Games (CoG) . IEEE, 2019, pp. 1–8.

64. G. Kontogianni and A. Georgopoulos, “A realistic gamification attempt for the ancient agora of athens,” in 2015 Digital Heritage , Vol. 1. IEEE, 2015, pp. 377–380.

65. R. Antkiewicz, W. Kulas, A. Najgebauer, D. Pierzchala, J. Rulka et al., “Selected problems of designing and using deterministic and stochastic simulators for military trainings,” in 2010 43rd Hawaii International Conference on System Sciences . IEEE, 2010, pp. 1–10.

66. E.L. Oliveira, D. Orru, T. Nascimento, and A. Bonarini, “Activity recognition in a physical interactive robogame,” in 2017 Joint IEEE International Conference on Development and Learning and Epigenetic Robotics (ICDL-EpiRob) . IEEE, 2017, pp. 92–97.

67. E. Ruffaldi, M. Satler, G.P.R. Papini, and C.A. Avizzano, “A flexible framework for mobile based haptic rendering,” in 2013 IEEE RO-MAN . IEEE, 2013, pp. 732–737.

68. I. Mayer, G. Bekebrede, C. Harteveld, H. Warmelink, Q. Zhou et al., “The research and evaluation of serious games: Toward a comprehensive methodology,” British journal of educational technology , Vol. 45, No. 3, 2014, pp. 502–527.

69. S. Shenjie, K.P. Thomas, K.G. Smitha, and A.P. Vinod, “Two player eeg-based neurofeedback ball game for attention enhancement,” in 2014 IEEE international conference on systems, man, and cybernetics (SMC) . IEEE, 2014, pp. 3150–3155.

70. J. Chen, K. He, Q. Yuan, G. Xue, R. Du et al., “Batch identification game model for invalid signatures in wireless mobile networks,” IEEE Transactions on Mobile Computing , Vol. 16, No. 6, 2016, pp. 1530–1543.

71. H. Kharrufa, H. Al-Kashoash, and A.H. Kemp, “A game theoretic optimization of rpl for mobile internet of things applications,” IEEE Sensors Journal , Vol. 18, No. 6, 2018, pp. 2520–2530.

72. I.N. Sukajaya, A.V. Vitianingsih, S.S. Mardi, K.E. Purnama, M. Hariadi et al., “Multi-parameter dynamic difficulty game’s scenario using box-muller of gaussian distribution,” in 2012 7th International Conference on Computer Science & Education (ICCSE) . IEEE, 2012, pp. 1666–1671.

73. H. Duin and K.D. Thoben, “Serious gaming for sustainable manufacturing: A requirements analysis,” in 2011 17th International Conference on Concurrent Enterprising . IEEE, 2011, pp. 1–8.

74. M. Moghim, R. Stone, P. Rotshtein, and N. Cooke, “Adaptive virtual environments: A physiological feedback hci system concept,” in 2015 7th Computer Science and Electronic Engineering Conference (CEEC) . IEEE, 2015, pp. 123–128.

75. K. Schaaff and M.T. Adam, “Measuring emotional arousal for online applications: Evaluation of ultra-short term heart rate variability measures,” in 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction . IEEE, 2013, pp. 362–368.

76. K. Sekiyama, R. Carnieri, and T. Fukuda, “Strategy generation with cognitive distance in two-player games,” in 2007 IEEE International Symposium on Approximate Dynamic Programming and Reinforcement Learning . IEEE, 2007, pp. 166–171.

77. Z.M. Osman, J. Dupire, S. Mader, P. Cubaud, and S. Natkin, “Monitoring player attention: A non-invasive measurement method applied to serious games,” Entertainment Computing , Vol. 14, 2016, pp. 33–43.

78. Y. Li, P. Su, and W. Li, “A game map complexity measure based on hamming distance,” Physics Procedia , Vol. 22, 2011, pp. 634–640.

79. R. Vidal and S. Sastry, “Vision-based detection of autonomous vehicles for pursuit-evasion games,” IFAC Proceedings Volumes , Vol. 35, No. 1, 2002, pp. 391–396.

80. G. Morgan, “Highly interactive scalable online worlds,” Advances in computers , Vol. 76, 2009, pp. 75–120.

81. T. Süße and U. Wilkens, “Preparing individuals for the demands of pss work environments through a game-based community approach–design and evaluation of a learning scenario,” Procedia CIRP , Vol. 16, 2014, pp. 271–276.

82. B. Sheppard, “World-championship-caliber scrabble,” Artificial Intelligence , Vol. 134, No. 1-2, 2002, pp. 241–275.

83. H.Y. Sung, G.J. Hwang, and Y.F. Yen, “Development of a contextual decision-making game for improving students’ learning performance in a health education course,” Computers & Education , Vol. 82, 2015, pp. 179–190.

84. L.F. Maia, W. Viana, and F. Trinta, “Transposition of location-based games: using procedural content generation to deploy balanced game maps to multiple locations,” Pervasive and Mobile Computing , Vol. 70, 2021, p. 101302.

85. M.S. Morley, M. Khoury, and D.A. Savić, “Serious game approach to water distribution system design and rehabilitation problems,” Procedia Engineering , Vol. 186, 2017, pp. 76–83.

86. R. Zhao, X. Zhou, J. Han, and C. Liu, “For the sustainable performance of the carbon reduction labeling policies under an evolutionary game simulation,” Technological Forecasting and Social Change , Vol. 112, 2016, pp. 262–274.

87. S. Heinonen, M. Minkkinen, J. Karjalainen, and S. Inayatullah, “Testing transformative energy scenarios through causal layered analysis gaming,” Technological Forecasting and Social Change , Vol. 124, 2017, pp. 101–113.

88. S. O’Connor, S. Hasshu, J. Bielby, S. Colreavy-Donnelly, S. Kuhn et al., “Scips: A serious game using a guidance mechanic to scaffold effective training for cyber security,” Information Sciences , Vol. 580, 2021, pp. 524–540.

89. A.J.Q. Tan, C.C.S. Lee, P.Y. Lin, S. Cooper, L.S.T. Lau et al., “Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial,” Nurse education today , Vol. 55, 2017, pp. 38–44.

90. T.A. Scardovelli and A.F. Frère, “The design and evaluation of a peripheral device for use with a computer game intended for children with motor disabilities,” Computer methods and programs in biomedicine , Vol. 118, No. 1, 2015, pp. 44–58.

91. R.P. de Lope, J.R.L. Arcos, N. Medina-Medina, P. Paderewski, and F. Gutiérrez-Vela, “Design methodology for educational games based on graphical notations: Designing urano,” Entertainment Computing , Vol. 18, 2017, pp. 1–14.

92. Y. Pan, J. Hussain, X. Liang, and J. Ma, “A duopoly game model for pricing and green technology selection under cap-and-trade scheme,” Computers & Industrial Engineering , Vol. 153, 2021, p. 107030.

93. J. Radianti, M.B. Lazreg, and O.C. Granmo, “Fire simulation-based adaptation of smartrescue app for serious game: Design, setup and user experience,” Engineering Applications of Artificial Intelligence , Vol. 46, 2015, pp. 312–325.

94. R.A. Agis, S. Gottifredi, and A.J. García, “An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games,” Expert Systems with Applications , Vol. 155, 2020, p. 113457.

95. S. Lambe, I. Knight, T. Kabir, J. West, R. Patel et al., “Developing an automated vr cognitive treatment for psychosis: gamechange vr therapy,” Journal of Behavioral and Cognitive Therapy , Vol. 30, No. 1, 2020, pp. 33–40.

96. H. Mitsuhara, T. Inoue, K. Yamaguchi, Y. Takechi, M. Morimoto et al., “Web-based system for designing game-based evacuation drills,” Procedia Computer Science , Vol. 72, 2015, pp. 277–284.

97. F. Buttussi, T. Pellis, A.C. Vidani, D. Pausler, E. Carchietti et al., “Evaluation of a 3d serious game for advanced life support retraining,” International journal of medical informatics , Vol. 82, No. 9, 2013, pp. 798–809.

98. A. Torres, B. Kapralos, C. Da Silva, E. Peisachovich, and A. Dubrowski, “A scenario editor to create and modify virtual simulations and serious games for mental health education,” in 2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA) . IEEE, 2021, pp. 1–4.

99. F. Arango, C. Chang, S.K. Esche, and C. Chassapis, “A scenario for collaborative learning in virtual engineering laboratories,” in 2007 37th annual frontiers in education conference-global engineering: knowledge without borders, opportunities without passports . IEEE, 2007, pp. F3G–7.

100. Y. Francillette, A. Gouaich, and L. Abrouk, “Adaptive gameplay for mobile gaming,” in 2017 IEEE Conference on Computational Intelligence and Games (CIG) . IEEE, 2017, pp. 80–87.

101. V. Spichak and S. Petrov, “Experience in designing and developing the educational game blocksolver,” in 2020 V International Conference on Information Technologies in Engineering Education (Inforino) . IEEE, 2020, pp. 1–5.

102. İ. Şahin and T. Kumbasar, “Catch me if you can: A pursuit-evasion game with intelligent agents in the unity 3d game environment,” in 2020 International Conference on Electrical Engineering (ICEE) . IEEE, 2020, pp. 1–6.

103. M. Lohr and E. Wallinger, “Collage-the carnuntum scenario,” in Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008) . IEEE, 2008, pp. 161–163.

104. Z. Ibrahim, M.C. Soo, M.T. Soo, and H. Aris, “Design and development of a serious game for the teaching of requirements elicitation and analysis,” in 2019 IEEE international conference on engineering, technology and education (TALE) . IEEE, 2019, pp. 1–8.

105. N.A.G. Arachchilage and M.A. Hameed, “Designing a serious game: teaching developers to embed privacy into software systems,” in Proceedings of the 35th IEEE/ACM International Conference on Automated Software Engineering Workshops , 2020, pp. 7–12.

106. B. Correia, P. Urbano, and L. Moniz, “Develop-fps: A first person shooter development tool for rule-based scripts,” in 7th Iberian Conference on Information Systems and Technologies (CISTI 2012) . IEEE, 2012, pp. 1–6.

107. Y.H. Lin, H.F. Mao, Y.C. Tsai, and J.J. Chou, “Developing a serious game for the elderly to do physical and cognitive hybrid activities,” in 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) . IEEE, 2018, pp. 1–8.

108. M. Lohr, “Mobile learning by the example of the carnuntum scenario,” in 2009 International Conference on Intelligent Networking and Collaborative Systems . IEEE, 2009, pp. 46–52.

109. S.H. Ab Hamid and N. Ismail, “The design of mobigp by using tamagotchi,” in 2007 First IEEE International Symposium on Information Technologies and Applications in Education . IEEE, 2007, pp. 382–387.

110. S. Veziridis, P. Karampelas, and I. Lekea, “Learn by playing: a serious war game simulation for teaching military ethics,” in 2017 IEEE Global Engineering Education Conference (EDUCON) . IEEE, 2017, pp. 920–925.

111. M.I.O. Hernández, R.M. Lezama, and S.M. Gómez, “Work-in-progress: The road to learning, using gamification.” in 2021 IEEE Global Engineering Education Conference (EDUCON) . IEEE, 2021, pp. 1393–1397.

112. K. Szczurowski and M. Smith, ““woodlands”-a virtual reality serious game supporting learning of practical road safety skills,” in 2018 IEEE Games, Entertainment, Media Conference (GEM) . IEEE, 2018, pp. 1–9.

113. L. Xu, B. Li, W. Xie, and L. Zhang, “The design and implementation of arrow game projection interactive system based on deep learning,” in 2020 International Symposium on Autonomous Systems (ISAS) . IEEE, 2020, pp. 163–167.

114. J.E. Almeida, J.T.P.N. Jacob, B.M. Faria, R.J. Rossetti, and A.L. Coelho, “Serious games for the elicitation of way-finding behaviours in emergency situations,” in 2014 9th Iberian Conference on Information Systems and Technologies (CISTI) . IEEE, 2014, pp. 1–7.

115. F. Bellotti, R. Berta, P. Paranthaman, G. Dange, and A. De Gloria, “Real: Reality-enhanced applied games,” IEEE Transactions on Games , Vol. 12, No. 3, 2019, pp. 281–290.

116. P. Herold, U. Khwaja, S. Murthy, and C. Dasgupta, “Roadethos: Game-based learning to sensitize children on road safety through ethical reasoning,” in 2019 IEEE Tenth International Conference on Technology for Education (T4E) . IEEE, 2019, pp. 27–33.

117. B. Belkhouche, S. Alhadhrami, M. Alaleeli, A. Saleh, and D. Al Sharif, “Game simulation of smart taxis,” in 2019 Amity International Conference on Artificial Intelligence (AICAI) . IEEE, 2019, pp. 1026–1031.

118. E.P. Nunes, A.R. Luz, E.M. Lemos, C. Maciel, A.M. dos Anjos et al., “Mobile serious game proposal for environmental awareness of children,” in 2016 IEEE Frontiers in Education Conference (FIE) . IEEE, 2016, pp. 1–8.

119. W.M. Shalash, S. AlTamimi, E. Abdu, and A. Barom, “No limit: a down syndrome children educational game,” in 2018 IEEE Games, Entertainment, Media Conference (GEM) . IEEE, 2018, pp. 352–358.

120. A. Zaraki, L. Wood, B. Robins, and K. Dautenhahn, “Development of a semi-autonomous robotic system to assist children with autism in developing visual perspective taking skills,” in 2018 27th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) . IEEE, 2018, pp. 969–976.

121. F. Grivokostopoulou, I. Perikos, and I. Hatzilygeroudis, “An educational game for teaching search algorithms,” in International Conference on Computer Supported Education , Vol. 3. SCITEPRESS, 2016, pp. 129–136.

122. J. Hamari, L. Keronen, and K. Alha, “Why do people play games? a review of studies on adoption and use,” in 2015 48th Hawaii International Conference on System Sciences . IEEE, 2015, pp. 3559–3568.

123. M.A.S. Bissaco, A.F. Frere, L.F. Bissaco, A.L. Manrique, E. Dirani et al., “A computerized tool to assess reading skills of students with motor impairment,” Medical Engineering & Physics , Vol. 77, 2020, pp. 31–42.

©2015 e-Informatyka.pl, All rights reserved.

Built on WordPress Theme: Mediaphase Lite by ThemeFurnace.