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Pervasive Mobile-Based Games, AR/VR and Sensors

A special issue of Sensors (ISSN 1424-8220). This special issue belongs to the section "Sensors and Robotics".

Deadline for manuscript submissions: closed (31 March 2022) | Viewed by 26480

Special Issue Editors

Department of Computer Engineering and System, University of La Laguna, 38200 San Cristóbal de La Laguna, Santa Cruz de Tenerife, Spain
Interests: gamification; e-learning; UX
Special Issues, Collections and Topics in MDPI journals
Centre for Post-Digital Cultures, Coventry University, Coventry CV1 5FB, UK
Interests: game science; immersive technologies in education; hybrid learning spaces
Special Issues, Collections and Topics in MDPI journals
Department of Computer Languages and Systems, University of Granada, 18071 Granada, Spain
Interests: video games; narrative desing and storytelling; pervasive games; games for old people
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Computer games have some advantages that make them more popular than traditional games. They intrinsically motivate players by bringing them more fantasy, challenge, and curiosity, which are the three main elements behind fun in games. However, computer games have often decreased physical activity and social interactions. In recent years, the real world has been coming back to computer entertainment, with a new gaming genre: Pervasive games. Pervasive games are no longer confined to the virtual domain but integrate physical and social aspects of the real world. Usually, the idea in Pervasive Games is that they overcome the limitations of traditional games in the spatial, temporal, or social dimensions.

Recently, mobile-based games, virtual reality (VR), augmented reality games (AR), and mixed reality have also begun to involve a diversity of sensors that provide and expand the 2D/3D immersion gaming experience in PC, including in smartphones, and wireless technologies have enabled interaction among players and other sensors to track localization and context awareness, for instance, through Bluetooth-based GPS receiver. Thus, this Special Issue’s main goal is to cover different aspects of sensors and videogames, gamification, and gaming experiences, related but not limited to the following topics:

  • Pervasive games;
  • Mixed reality games;
  • Sensors and gamification;
  • Mobile-based videogames;
  • Methodologies, techniques, and technologies for videogames;
  • Immersive player experiences;
  • Serious games;
  • Rehabilitation and videogames;
  • Player equipment (wearables and smartphones);
  • Game space visualization (2D/3D);
  • Localization and context awareness;
  • Interactions and communication technologies.

Dr. Carina Soledad González-González
Prof. Sylvester Arnab
Prof. Dr. Francisco Luis Gutiérrez Vela
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sensors is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

 
 

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Published Papers (7 papers)

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Research

15 pages, 476 KiB  
Article
Gender and Age Differences in Preferences on Game Elements and Platforms
by Carina S. González-González, Pedro A. Toledo-Delgado, Vanesa Muñoz-Cruz and Joan Arnedo-Moreno
Sensors 2022, 22(9), 3567; https://0-doi-org.brum.beds.ac.uk/10.3390/s22093567 - 07 May 2022
Cited by 6 | Viewed by 3136
Abstract
This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. The [...] Read more.
This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. The study is based on a survey and provides findings from the literature review and empirical insights about users’ differences and preferences regarding game elements. The results reveal demographics regarding player profiles and the relationships between gender, age, culture, and the influence of different game design elements and platforms. The main contribution of this study fulfills the need for knowledge about the relationship between game element design, platforms/devices, and players (types and preferences). Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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22 pages, 3329 KiB  
Article
ColaborAtiva: A Platform Based on Gamified Collaborative Practices to Prevent Pressure Injuries for Wheelchair Users
by Romero Mendes Freire de Moura Júnior, Lynn Rosalina Gama Alves and Carina Soledad González González
Sensors 2022, 22(5), 1738; https://0-doi-org.brum.beds.ac.uk/10.3390/s22051738 - 23 Feb 2022
Viewed by 2210
Abstract
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive periods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to [...] Read more.
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive periods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to validate a platform based on the gamified collaborative practices model to prevent pressure injuries. The methodological contribution is Design Science, and the software was evaluated by 16 wheelchair users who aimed at usability (SUS), user experience (UEQ), and ability to promote the system (NPS). In addition to creating a collaborative network using the interactions that occurred during the platform’s use. Wheelchair users rated 73.28 for SUS; on the UEQ benchmark scales, they classified: excellent (efficiency, dependability, stimulation, and novelty), good (attractiveness), and above-average (perspicuity) and in NPS obtained 62.5%. Moreover, they provided feedback to improve and legitimize that gamification positively interfered in the execution of collaborative practices. In the end, it is possible to suppose that the prototype contributes to the prevention of pressure injuries. In addition, it is possible to adapt it to apply to other pathologies that require continuous health care such as diabetes, mental illness, heart disease, addictions, multiple sclerosis, cancer, among others, maximizing its purpose. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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38 pages, 5934 KiB  
Article
Clustering Users to Determine the Most Suitable Gamification Elements
by Alejandro Blanco-M, Ruth S. Contreras-Espinosa and Jordi Solé-Casals
Sensors 2022, 22(1), 308; https://0-doi-org.brum.beds.ac.uk/10.3390/s22010308 - 31 Dec 2021
Cited by 2 | Viewed by 2093
Abstract
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in [...] Read more.
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification elements. This work proposes a clustering technique that enables mapping different user profiles in relation to their preferred gamification elements. Additionally, by mapping the best cluster for each gamification element, it is possible to determine the preferred game genre. The article answered the following research questions: What is the relationship between the genre of the game and the element of gamification? Different user groups (profiles) for each gamification element? Results indicate that there are cases where the users are divided between those who agree or disagree. However, other elements present a great heterogeneity in the number of groups and the levels of agreement. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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21 pages, 46003 KiB  
Article
A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency
by Héctor Cardona-Reyes, Jaime Muñoz-Arteaga, Klinge Villalba-Condori and María Lorena Barba-González
Sensors 2021, 21(11), 3787; https://0-doi-org.brum.beds.ac.uk/10.3390/s21113787 - 30 May 2021
Cited by 4 | Viewed by 4289
Abstract
Today, the world is experiencing the COVID-19 health contingency, which prevents people from being exposed to one another and restricts physical contact. Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual [...] Read more.
Today, the world is experiencing the COVID-19 health contingency, which prevents people from being exposed to one another and restricts physical contact. Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual reality can be an alternative in the development of solutions that effectively support the acquisition of learning skills and knowledge transmission through the execution of tasks designed by multi-disciplinary groups. In addition, it can encourage the user to continue with the acquisition of learning skills in a friendly and fun way in a health and education context. This work proposes the use of virtual reality environments as an alternative to support the learning process in children with special educational needs such as Attention Deficit Hyperactivity Disorder (ADHD) and other associated disorders that occur in basic education. These proposed reality environments are designed under the Lean UX process model and their contents are designed according to expert therapeutic guidelines. As a result of this proposal, a case study is presented in which the user experience is evaluated through the use of an interactive environment to support the special educational needs of elementary school children attending an educational institution in Mexico. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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28 pages, 3978 KiB  
Article
Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education
by David Fonseca, Janaina Cavalcanti, Enric Peña, Victor Valls, Mónica Sanchez-Sepúlveda, Fernando Moreira, Isidro Navarro and Ernesto Redondo
Sensors 2021, 21(9), 3102; https://0-doi-org.brum.beds.ac.uk/10.3390/s21093102 - 29 Apr 2021
Cited by 26 | Viewed by 5283
Abstract
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation [...] Read more.
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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20 pages, 1698 KiB  
Article
Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics
by Eva Villegas, David Fonseca, Enric Peña, Paula Bonet and Sara Fernández-Guinea
Sensors 2021, 21(7), 2556; https://0-doi-org.brum.beds.ac.uk/10.3390/s21072556 - 06 Apr 2021
Cited by 11 | Viewed by 4016
Abstract
This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be [...] Read more.
This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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16 pages, 3865 KiB  
Article
Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
by Manuel J. Gomez, José A. Ruipérez-Valiente, Pedro A. Martínez and Yoon Jeon Kim
Sensors 2021, 21(4), 1025; https://0-doi-org.brum.beds.ac.uk/10.3390/s21041025 - 03 Feb 2021
Cited by 15 | Viewed by 3128
Abstract
Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of [...] Read more.
Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader adoption in classrooms is the lack of actionable assessment data, the fact that teachers often do not have a clear sense of how students are interacting with the game, and it is unclear if the gameplay is leading to productive learning. To address this gap, we seek to provide sequence and process mining metrics to teachers that are easily interpretable and actionable. More specifically, we build our work on top of Shadowspect, a three-dimensional geometry game that has been developed to measure geometry skills as well other cognitive and noncognitive skills. We use data from its implementation across schools in the U.S. to implement two sequence and process mining metrics in an interactive dashboard for teachers. The final objective is to facilitate that teachers can understand the sequence of actions and common errors of students using Shadowspect so they can better understand the process, make proper assessment, and conduct personalized interventions when appropriate. Full article
(This article belongs to the Special Issue Pervasive Mobile-Based Games, AR/VR and Sensors)
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