dc.contributorUniversidade Estadual Paulista (Unesp)
dc.contributorFed Inst Educ Sci & Technol Sao Paulo
dc.date.accessioned2020-12-10T19:44:00Z
dc.date.accessioned2022-12-19T20:16:39Z
dc.date.available2020-12-10T19:44:00Z
dc.date.available2022-12-19T20:16:39Z
dc.date.created2020-12-10T19:44:00Z
dc.date.issued2019-01-01
dc.identifier2018 Xiii Latin American Conference On Learning Technologies (laclo 2018). New York: Ieee, p. 25-28, 2019.
dc.identifierhttp://hdl.handle.net/11449/196411
dc.identifier10.1109/LACLO.2018.00015
dc.identifierWOS:000502826200007
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5377048
dc.description.abstractCurrently, games are not strictly associated with player fun. There are those that have been developed to serve as a learning tool, including on health-related topics. Thus, the present paper presents the connection between serious games and oncological medical treatments for children and adolescents. With this, it is possible to observe the relationship between games and children learning, and how this relationship can aid in medical treatment and reaction to the disease. In addition, the use of Virtual Reality (VR) is verified as a tool to provide immersion and interactivity between game and player. Based on this, a serious game for children with cancer, named Kimo, is presented and contains features that help players gain knowledge about their condition and the necessary medical procedures. The game consists of three phases that refer to one of the daily activities in the hospital environment. They are: medication, food and hygiene. So one idea is to show players how activities are not processed.
dc.languageeng
dc.publisherIeee
dc.relation2018 Xiii Latin American Conference On Learning Technologies (laclo 2018)
dc.sourceWeb of Science
dc.subjectserious games
dc.subjecthealth
dc.subjectlearning
dc.subjectcancer
dc.titleKimo - A Serious Game for Childhood and Juvenile Cancer Learning
dc.typeActas de congresos


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