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A Survey on Implementations of Adaptive AI in Serious Games for Enhancing Player Engagement

The current studies centered around the education system have shown dwindling levels of attention from the stu-dents. While the education system has established the globally well-received lecture system, abysmal student attention retention reports are alarming. According to these new findings and reports, the modern education system cannot engage students, especially when higher education is concerned. We have serious games as a possible solution to increase engagement and help students and scholars have a more exciting learning experi-ence. However, designing serious games in a way that they can serve both their educational and entertainment purpose can be extremely difficult. After achieving this feat, they must appeal to a vast audience if we consider them an alternative to conventional education. In this review paper, we analyze the effects of multiple projects that use adaptive AI to achieve this feat, all of which are tailored towards students and scholars and, more importantly, developed by a collective of institutes or governments. Furthermore, this paper reviews some of the notable methods and possible solutions to achieve adaptability in serious games. By the end of this paper, we show the importance and effectiveness of an adaptive AI in serious games in order to solve the issues of our modern education system.

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Engagement in Serious Games and Impact of Game Design Choices:Systematic Review (Preprint)

BACKGROUND Serious games have attracted substantial attention in recent years due to their potential to stimulate and to engage players in education, healthcare and training. Player engagement is an essential factor in the effectiveness of serious games. The impact of serious game mechanisms (such as narrative, reward, interaction, feedback and challenge) on player engagement needs to be comprehensively reviewed. Identifying key factors that facilitate or hinder player engagement helps designers create more engaging and immersive gaming experiences. OBJECTIVE This study intends to conduct a comprehensive review of empirical studies concerning engagement within the realm of serious games. Our primary objective is to assess thoroughly the effectiveness of various game design factors in enhancing player engagement, focusing on three distinct dimensions: game mechanics, game incentives, and game connections. Furthermore, we aim to provide a concise overview of the methodologies and tools employed for evaluating engagement in the experiments conducted. METHODS We conducted a search on the Web of Science Core Collection online database for meticulously crafted academic papers published from June 2013 to June 2023, concentrating on the nexus of player engagement and game design. Our search encompassed research keywords like "serious games," "experience," and "engagement," among others, which yielded a substantial repository of 4,228 relevant articles. Following a meticulous screening process, we pinpointed a cohort of 68 quantitative studies that conformed to our review criteria. These articles underwent categorization using the PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-Analysis) method. RESULTS Game design elements were categorized into game mechanics (31%), game incentives (38%), and game connections (31%). The measures employed encompassed standardized scales (22%), non-standardized scales (34%), mixed scales (6%), and multidimensional scales (38%). Notably, the predominant focus of research was directed towards narrative, virtual rewards, cooperation, and competition as the most frequently examined game elements. Within this paper, we conduct an in-depth examination and explication of the relationship between these elements and participant engagement within meta-analysis section. CONCLUSIONS Results consistently affirm the positive influence of game narrative on engagement. Badges reign supreme in Problem-Based Learning (PBL) systems, outperforming rankings and points. However, PBL systems display initial success but grapple with sustaining long-term motivation, partially due to the "novelty" effect. Cooperation strongly correlates with elevated player engagement. The review underscores the absence of standardized engagement measurement methods in serious games research, often relying on observational data and custom scales. The conclusion of this paper can help designers to create more engaging and context-relevant serious game content.

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Framework for adaptive serious games

AbstractProfessional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever‐evolving landscape of workplace education, various learning modes have emerged within organizations, and e‐learning stands out as a prominent choice. This increasingly cost‐effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting‐edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e‐learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence‐based approaches for the effective use of Serious Games in professional training.

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