About this Research Topic
A combined view of both game-based learning and game-based assessment principles can contribute to the game design improvement by using interdisciplinary approaches and methodologies that allow to examine cognitive, physical, emotional, and motivational processes during gameplay. This will help to better understand the quality of interaction amongst the players/technology, via the employment of targeted assessment in-game metrics that are associated with biosignals, such as heart rate, heart rate variability, breathing rate, body movements, sounds, and/or emotions and so on. The integration of artificial intelligence and deep learning techniques within the game co-design/development, including adaptation algorithms, has the capability to change/re-adapt the HCI-SGs at different levels of interaction.
HCI-SGs can be transferable to several fields, such as education, (home/clinic-) rehabilitation, and training, as they can potentiate the re-education of the end-users. Based on well-established theories/perspectives (such as behaviorism, constructivism, cognitivism, psychology), HCI-SGs can be designed in order to better support user’s active learning, engagement and critical thinking within the game. From the personalization point of view, the recent advances in sensor technology allow to acquire physiological data of users/players, permitting for the acquisition of more fine-grained information on internal/external behavioral changes of the player and real-time feedback than conventional user interaction data.
In this way, this Research Topic intends to be a multidisciplinary approach to the presentation of research, theory, applications, practice and validation in the specific field of HCI-SGs towards behavioral change, covering areas like cognition, psychology, educational technology, video games, gamification, rehabilitation, biofeedback, wellbeing, healthcare, physical and mental health, artificial intelligence, mobile technology, virtual reality, physiological computing, HCI, co-creation, quality criteria design, and ethics. From these perspectives, original scientific approaches, including results from experiments and real-life applications are welcome to this Research Topic, in particular.
Potential themes include, but are not limited to, the following:
- Human-Computer Interaction-Serious Games (HCI-SGs)
- Gamification environments
- Game-based learning
- Game-based assessment
- (Exer)games in Healthcare
- Neuro/Biofeedback games
- Virtual Reality/Augmented Reality games
- Game (co-)design/game development
- Artificial intelligence/deep learning in games
- Game real time feedback/in-game metrics
- Personalized and adaptive SGs
- Assistive and mobile SGs
- Sensors/Physiological computing for HCI-SGs
- User engagement/Games for behavioral change
- Serious games to improve the quality-of-life
- Serious games for home/clinical-based rehabilitation
- Educational games
- Ethics in the design of SGs
Type of manuscripts: original research, review (systematic, meta-analysis) articles, and case studies.
Keywords: Serious games, human-computer interaction, co-design, neuro/biofeedback, behavioral change, mobile applications, sensor technology, in-game metrics, personalization, user engagement, adaptation, artificial intelligence
Important Note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.