| Literature DB >> 29175812 |
Derek A Kuipers1,2, Gijs Terlouw1, Bard O Wartena1,3, Job Tb van 't Veer1, Jelle T Prins4, Jean Pierre En Pierie5,6.
Abstract
BACKGROUND: The usefulness and importance of serious games and simulations in learning and behavior change for health and health-related issues are widely recognized. Studies have addressed games and simulations as interventions, mostly in comparison with their analog counterparts. Numerous complex design choices have to be made with serious games and simulations for health, including choices that directly contribute to the effects of the intervention. One of these decisions is the way an intervention is expected to lead to desirable transfer effects. Most designs adopt a first-class transfer rationale, whereas the second class of transfer types seems a rarity in serious games and simulations for health.Entities:
Keywords: abstract learning; computer simulation; fidelity; games for health; immersion; metaphor; serious games; transfer; video games
Year: 2017 PMID: 29175812 PMCID: PMC5722978 DOI: 10.2196/games.7880
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Flowchart of the results of the initial searches, screening, and selection processes.
Details of included papers.
| Author | Title | Transfer classa | Fidelity and transfer | Year |
| Dankbaar, Alsma, Jansen, Van Merrienboer, Van Saase, and Schuit [ | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation | First | Low fidelity, reducing cognitive load | 2016 |
| Kuipers, Wartena, Dijkstra, Terlouw, van T Veer, Van Dijk, Prins, and Pierie [ | iLift: A health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare | First | Low-road transfer, skill automatization, metaphorical | 2016 |
| Jalink, Gores, Heineman, Pierie, and Ten Cate Hoedemaker [ | Face validity of a Wii U video game for training basic laparoscopic skills | First | Low-road transfer, skill automatization, metaphorical | 2015 |
| Connors, Chrastil, Sanchez, and Merabet [ | Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind | First | Low-road transfer, spatial recognition | 2014 |
| Rosenberg, Baughman, and Bailenson [ | Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior | Second | Figural, metaphorical | 2013 |
| Schrader and Bastiaens [ | The influence of virtual presence: effects on experienced cognitive load and learning outcomes in educational computer games | First | Low fidelity, reducing cognitive load | 2012 |
| De Freitas and Dunwell [ | Understanding the representational dimension of learning: the implications of interactivity, immersion and fidelity on the development of serious games | Second | Figural, metaphorical | 2012 |
| Knoll and Moar [ | The space of digital health games | Blended | Locative, situational | 2012 |
| Rooney [ | A theoretical framework for serious game design: exploring pedagogy, play, and fidelity and their implications for the design process | Blended, both | Abstraction, situational | 2012 |
| Toups, Kerne, and Hamilton [ | The team coordination game: zero-fidelity simulation abstracted from fire emergency response practice | Second | Nonmimetic, abstraction | 2011 |
| Hochmitz and Yuviler-Gavish [ | Physical fidelity versus cognitive fidelity training in procedural skills acquisition | First | Cognitive fidelity, skill acquisition | 2011 |
| Stone [ | The (human) science of medical virtual learning environments | First | Cost reduction | 2011 |
| Wood, Beckmann, and Birney [ | Simulations, learning, and real world capabilities | First | Low fidelity, execution skills, reducing cognitive load | 2009 |
| Markovic, Petrovic, Kittl, and Edegger [ | Pervasive learning games: a comparative study | First | Situational | 2007 |
| Alessi [ | Fidelity in the design of instructional simulations | Both | Varying fidelity under conditions | 1988 |
aRefers to the aspired transfer type described or sought after with the game-like intervention.