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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
271

Metodologia iterativa e modelos integradores para desenvolvimento de jogos sérios de treinamento e avaliação de desempenho humano

Rocha, Rafaela Vilela da 25 November 2014 (has links)
Submitted by Livia Mello (liviacmello@yahoo.com.br) on 2016-09-28T14:16:07Z No. of bitstreams: 1 TeseRVR.pdf: 17301603 bytes, checksum: ca1c2799fb4bf31f2af4bdd75cd2a815 (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2016-09-30T19:52:52Z (GMT) No. of bitstreams: 1 TeseRVR.pdf: 17301603 bytes, checksum: ca1c2799fb4bf31f2af4bdd75cd2a815 (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2016-09-30T19:53:02Z (GMT) No. of bitstreams: 1 TeseRVR.pdf: 17301603 bytes, checksum: ca1c2799fb4bf31f2af4bdd75cd2a815 (MD5) / Made available in DSpace on 2016-09-30T19:59:08Z (GMT). No. of bitstreams: 1 TeseRVR.pdf: 17301603 bytes, checksum: ca1c2799fb4bf31f2af4bdd75cd2a815 (MD5) Previous issue date: 2014-11-25 / Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP) / Training aims to improve the professional competences (knowledge, skills and attitudes) and it is essential particularly in risk activities to the life, property and environment. Due to the risk and cost of traditional practical training, serious games, which reproduce systems, processes and real-world objects in a safe virtual environment has been used as an effective tool for learning and training or motivation to learning, and support for assessment during and post-action. On the other hand, the development of serious games is a complex process, has development high cost (time, money, resources), need highly qualified professionals, who hold requirements of learning, assessment, simulation and game itself. Different methodologies have emerged for developing serious games, however, in general, they do not include the different dimensions and need to be combined and balanced with other methodologies to achieve the training and assessment objectives. This thesis presents a novel iterative methodology (named DevJSTA) for the development of serious games for training and human performance assessment (named JSTA), which integrates multidisciplinary teams by providing guidelines, artifacts, game elements and simulation models (formalisms of discrete events, automata and Fuzzy logic) to integrate and include concepts such as effective and experiential learning in serious games, besides providing feedback during the simulation and at the end. This methodology DevJSTA describes the professional roles, the development life cycle, the generated products and the technologies and tools that can be used to create these products, as well as a support architecture and generic components. The main differential of this methodology is its holistic approach that integrates pedagogical principles of learning and assessment in the development of simulation. The methodology was evaluated through interviews with software engineering experts, serious games developers and domain experts. The results were positive and confirmed the need of these new methodology that is integrative. To validate the methodology, one JSTA was created to train firefighters to control the cooking gas leak, and to evaluate the trainee’s perception and performance. Serious game fidelity and effectiveness were also validated. Moreover, the serious game development, with the use of the methodology DevJSTA, allowed to evaluate an opportunity for improvement in the current protocol that is used in the Fire Department. / Um treinamento visa aprimorar as competências dos profissionais no âmbito do conhecimento, habilidades e reforço de boas atitudes e é essencial particularmente em atividades que envolvem risco à vida, ao patrimônio e ao meio ambiente. Devido ao risco e custo de treinamentos práticos tradicionais, jogos sérios de treinamento que reproduzem sistemas, processos e objetos do mundo real em um ambiente virtual seguro vêm sendo usados como instrumento efetivo de aprendizagem e treinamento ou motivação ao aprendizado, além de apoio para avaliações durante e pós-ação. Por outro lado, o desenvolvimento de jogos sérios é um processo complexo, com alto custo de desenvolvimento (recursos humanos, materiais, financeiros, espaço e tempo), que requer profissionais qualificados, que detêm conhecimentos de aprendizagem, avaliação, simulação e de jogos em si. Diferentes metodologias emergiram para o desenvolvimento de jogos sérios que, de maneira geral, não contemplam as suas diferentes dimensões, necessitando serem combinadas e equilibradas com outras metodologias para atingirem os objetivos de treinamento e avaliação. Este trabalho apresenta uma metodologia iterativa e integradora (DevJSTA) para o desenvolvimento de Jogos Sérios para Treinamento e Avaliação do desempenho humano (JSTA), que integra equipes multidisciplinares, provendo desde orientações e artefatos até elementos de jogos e modelos de simulação (com modelos formais de eventos discretos, autômatos e lógica Fuzzy), para integrar e inserir conceitos de aprendizagem efetiva e experiencial aos jogos sérios, além de avaliação do desempenho humano durante e pós-ação. Na metodologia DevJSTA são descritos os papeis dos profissionais envolvidos, cada processo do ciclo de vida de desenvolvimento, os produtos gerados e as tecnologias e ferramentas que podem ser usadas para criar estes produtos, além de uma arquitetura de suporte e componentes genéricos. O principal diferencial desta metodologia é sua abordagem holística que integra princípios pedagógicos de aprendizagem e avaliação no desenvolvimento da simulação. A metodologia foi submetida à avaliação, por meio de entrevistas com especialistas das áreas de engenharia de software, desenvolvimento de jogos e domínio de aplicação. Os resultados positivos corroboram com a necessidade desta nova metodologia que é integradora. Para validar a metodologia, foi criado um JSTA para treinar bombeiros no controle de vazamento de gás de cozinha, e avaliar a percepção e o desempenho de cada aprendiz. O JSTA foi também validado quanto a sua fidelidade e efetividade. Além dos resultados positivos, a criação do JSTA, com a aplicação da metodologia DevJSTA, permitiu avaliar uma oportunidade de melhoria no protocolo atual que é utilizado no Corpo de Bombeiros do Estado de São Paulo.
272

BROAD-PLG: modelo computacional para construção de jogos educacionais

Martins, Gevã Schaefer Pereira 03 September 2014 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-02-25T17:40:15Z No. of bitstreams: 1 gevaschaeferpereiramartins.pdf: 2682934 bytes, checksum: 33ec1a1ae839b115cb034d5d0518f377 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-03-03T13:32:32Z (GMT) No. of bitstreams: 1 gevaschaeferpereiramartins.pdf: 2682934 bytes, checksum: 33ec1a1ae839b115cb034d5d0518f377 (MD5) / Made available in DSpace on 2016-03-03T13:32:32Z (GMT). No. of bitstreams: 1 gevaschaeferpereiramartins.pdf: 2682934 bytes, checksum: 33ec1a1ae839b115cb034d5d0518f377 (MD5) Previous issue date: 2014-09-03 / As vantagens da utilização de jogos com objetivos educacionais podem ser consideradas como um consenso entre professores e alunos. No entanto, jogos sérios constituem-se objetos multimídia complexos e caros de se produzir. A natureza multidisciplinar dos jogos educacionais pressupõe o envolvimento e coordenação de uma equipe especializada. Com o objetivo de auxiliar no desenvolvimento de jogos educacionais é proposto o modelo computacional BROAD-PLG. O modelo é composto por uma arquitetura de alto nível, modelagens de domínio baseadas em características que descrevem três diferentes tipos dos jogos educacionais, e uma ferramenta de engenharia de aplicação, que permite instanciação de um arcabouço pronto para ser utilizado no desenvolvimento desses tipos de jogos. A separação de interesses divide o domínio de jogos educacionais em conjuntos de características que englobam aspectos educacionais, mecânica de jogos e elementos de gamificação. Ao final do trabalho são construídos três exemplos distintos de aplicações demonstrando esses três aspectos. Avaliando-se os exemplos pode-se concluir que o BROAD-PLG, apesar de estar na versão inicial, demonstra grande potencial para ser utilizado como uma ferramenta tanto na forma de geração de aplicações, quanto como referência na modelagem de domínio do problema. / The advantages of using games for educational purposes can be considered as a consensus among teachers and students. However, serious games constitute complex and expensive to produce multimedia objects. The multidisciplinary nature of educational games requires the involvement and coordination of a specialized team. With the objective of assisting in the development of educational games is proposed the computational model BROAD-PLG. The model consists of a high-level architecture, domain modeling based on features that describe three different faces of educational games and application engineering tool that allows instantiation of a framework ready to be used in game development. The separation of concerns splits the domain of educational games into sets of features that include educational aspects of game mechanics and gamification elements. At the end of the work three different application examples are constructed demonstrating these three aspects. In reviewing the examples it can be concluded that the broad-PLG despites being in the initial stage shows great potential to be used as a tool in generating applications as reference in modeling the problem domain.
273

Architecture pour la co-conception des jeux sérieux participatifs et intensifs en connaissances / architecture to co-design participatory and knowledge-intensive serious games

El Mawas, Nour 26 September 2013 (has links)
Cette thèse identifie et vise à affronter certains verrous scientifiques concernant la conception des scenarios des serious games, leurs utilisations par un meilleur partage entre les concepteurs dans des contextes d’apprentissage ciblés. Les constats motivant ce travail sont (1) la participation indispensable des formateurs dans la phase de conception en se basant sur leurs expertises et leurs objectifs pédagogiques, (2) la nécessité grandissante pour les formateurs experts de formaliser les scénarios décrivant les situations complexes rarement se produisant, (3) la non-adéquation des systèmes-auteurs des jeux sérieux existants à cette population de concepteurs, permettant seulement un nombre limité de scénarios à cause de leurs couts élevés, (4) le faible niveau de réutilisation des scénarios déjà produits dans la vie quotidienne. Notre problématique consiste à lever certains verrous existants dans la conception des jeux sérieux pour la formation dans des domaines d’expertises complexes avec l’hypothèse qu’une meilleure organisation de la connaissance et de la coopération va faciliter la conception. L’étude de cette problématique s’effectue en proposant l’architecture ARGILE (Architecture for Representations, Games, Interactions, and Learning among Experts) adaptée au jeu sérieux « participatif et intensif en connaissances » / This PhD aims to confront some scientific challenges concerning the scenarios’ conception of Serious Games, their use through a better share by designers within the context of targeted learning. The findings motivating our work are (1) the significant participation of trainers in the design phase, (2) the growing needs for expert trainers to formalize scenarios describing rarely complex situations, (3) the divergence of existing serious games to these designers which cover a limited number of scenarios due to their high cost, (4) the low re-use’ level of scenarios that have already happened in daily life.Our questioning will lead us to see how we must design serious games for training in complex areas of expertise where reference knowledge is neither stabilized nor unanimous, but rather dynamic and continuously evolving. After having examined the principal mains of application of the Serious Game and having defined it, the study of this questioning led us to propose the ARGILE (Architecture for Representations, Games, Interactions, and Learning Among Experts) architecture, suitable for "participatory and knowledge-intensive" serious games
274

Persuasive Kommunikation in Computerspielen

Valtin, Georg, Pietschmann, Daniel 27 October 2008 (has links)
Seit Menschen miteinander kommunizieren gibt es Persuasion, also das Bestreben, den Kommunikationspartner zu beeinflussen. Bereits in der Antike wurde dieses Handwerk in Form der klassischen Rhetorik systematisiert und gezielt eingesetzt. In den vergangenen Jahren gab es Versuche, diese etablierten Konzepte auf interaktive Medien zu übertragen, was aber nur ansatzweise gelang. Um den Besonderheiten interaktiver Medien gerecht zu werden, sollten ihre prozesshafte Natur und ihre Wechselwirkungen mit den Aktionen des Nutzers im Mittelpunkt stehen. Genau das ist beim Konzept der prozeduralen Rhetorik von Ian Bogost der Fall, weshalb dieser Ansatz als Grundlage der hier vorgenommenen Untersuchungen zu persuasiven Computerspielen dient. Im Rahmen der Arbeit werden zudem die unterschiedlichen Formen der Rhetorik vorgestellt und die Notwendigkeit der Berücksichtigung prozeduraler Rhetorik dargelegt. Anhand der Beispiele The McDonald's Videogame und America's Army verdeutlichen die Autoren den Einsatz verschiedener persuasiver Techniken aus klassischer und prozeduraler Rhetorik.
275

Social-ecological modeling for policy analysis in transformative land systems - Supporting evaluation and communication for sustainability

Schulze, Jule 16 November 2016 (has links)
The increasing demand for food and fiber, the need for climate change mitigation and adaptation as well as for environmental protection impose severe challenges on land systems worldwide. Solutions to support the transformation towards a sustainable development of land systems are needed. One response to the multiple challenges is the introduction of policy options aimed at steering land use activities towards a bundle of societal goals. However, it is difficult to empirically foresee the effectiveness and unintended consequences of policy options prior to their deployment. A second response is environmental education because human consumption behavior, among other factors, strongly influences natural ecosystems. However, it is a non-trivial task to develop effective communication strategies for complex topics such as sustainable land management. In both cases, modeling can help to overcome the different obstacles along the way. In this thesis, dynamic process-based social-ecological models at the individual scale are developed and analyzed to study effectiveness and unintended side effects of policy options, which promote agricultural management strategies and were intentionally designed to cope with multiple societal challenges. Two case studies of political intervention are investigated: the promotion of perennial woody crops in European agricultural landscapes for a sustainable bioeconomy and governmental supplementary feeding programs to cope with climate risks in pastoral systems in drylands. These two case studies are complemented by the development of a serious online game on sustainable land management in general that bridges the gap between land use modeling and environmental education. Simulation results of this thesis provide insights into (i) the performance of the politically promoted agricultural management strategies in meeting various intended goals such as poverty alleviation or the maintenance of biodiversity and ecosystem services, (ii) the emergence of unintended (environmental and social) side effects such as land use conflicts, land degradation or cost explosion and (iii) the mitigation of such side effects by appropriately adjusting the design of the policy options. These insights are enabled by representing temporal as well as spatial variability in the developed models. Furthermore, different mechanistic approaches of transferability analyses based on stylized landscapes are developed and applied. They enable to check whether and in what respect policy impacts actually differ substantially between regional contexts, to identify what regional factors steer the impact and to derive indicators for grouping regions of similar policy impacts. Finally, based on a conducted survey-based evaluation and experiences from various applications, the value of the developed serious game for environmental education is revealed and discussed.Altogether, this thesis contributes to model-based decision support for steering transformation towards the sustainable development of land systems in an appropriate way. This is done by developing appropriate social-ecological modeling approaches, by performing specific policy impact analyses in two transformative agricultural systems using these models and by providing a model-based communication tool for environmental education.
276

Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur / Dynamic adaptation of games to visit museums : a contribution to balancing playing visitor's experience

Astic, Isabelle 10 December 2018 (has links)
Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique auxquels j'ai participé, d'études académiques sur les jeux sérieux et l'expérience des visiteurs et des joueurs et de mon expérience professionnelle dans le domaine de la médiation et du développement informatique, apporte des réponses à ces différentes questions. Elle propose la notion de "jeu de visite", adapté à un public plus différencié et en conçoit une modélisation autour de la notion de "mission adaptable". Elle permet une modification dynamique des constituants du jeu et de son contexte d'exécution, en fonction de l'expérience recherchée par et pour le visiteur joueur. / Serious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor.
277

Explicit Feedback Within Game-based Training: Examining The Influence Of Source Modality Effects On Interaction

Goldberg, Benjamin 01 January 2013 (has links)
This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting experiment tested varying approaches for utilizing an Embodied Pedagogical Agent (EPA) to function as a tutor during interaction in a game-based environment. Conditions were authored to assess the tradeoffs between embedding an EPA directly in a game, embedding an EPA in GIFT’s browser-based Tutor-User Interface (TUI), or using audio prompts alone with no social grounding. The resulting data supports the application of using an EPA embedded in GIFT’s TUI to provide explicit feedback during a game-based learning event. Analyses revealed conditions with an EPA situated in the TUI to be as effective as embedding the agent directly in the game environment. This inference is based on evidence showing reliable differences across conditions on the metrics of performance and self-reported mental demand and feedback usefulness items. This research provides source modality tradeoffs linked to tactics for relaying training relevant explicit information to a user based on real-time performance in a game.
278

Enhancing cybersecurity awareness through educational games : design of an adaptive visual novel game

Bouzegza, Firdaous 04 1900 (has links)
Dans un monde qui est en numérisation constante, la dépendance aux outils technologiques est devenue inévitable. La pandémie de COVID-19 a encore accéléré la tendance vers le travail et l'éducation à distance, entraînant une augmentation de l'activité en ligne et de l'échange de données. Cependant, malgré cette augmentation de l'activité en ligne, le niveau de sensibilisation à la cybersécurité chez un nombre important d'utilisateurs reste insuffisant. De nombreux utilisateurs manquent d'une éducation appropriée en matière de cybersécurité et de confidentialité en ligne et démontrent une compréhension insuffisante de la sensibilité de leurs données. Nous avons mené une enquête auprès de plus de 300 utilisateurs qui a confirmé que le besoin de contenu de meilleure qualité était évident. Les jeux éducatifs ont démontré leur efficacité en tant qu'outils d'enseignement et d'apprentissage, en particulier pour vulgariser des sujets qui nécessitent généralement une connaissance approfondie pour être maîtrisés. Cependant, des défis sont associés quant à la qualité et à l'évaluation des jeux sérieux, car plusieurs aspects de l’amusement sont subjectifs et intangibles. Motivée par le besoin de jeux éducatifs "de haute qualité" améliorés, cette thèse construit une échelle pour affiner les critères mentionnés par l'évaluation des jeux sérieux de Caserman et l'applique à 45 jeux de cybersécurité. L'évaluation a révélé une insuffisance dans les critères de l’amusement, en particulier le manque d'adaptation dynamique. En conséquence, cette étude propose le cadre de jeu de cybersécurité EVNAG (Educational Visual Novel Adaptive Game), qui s'articule autour de l'adaptation dynamique de la difficulté comme solution à ce problème. Inspiré par cette architecture, le roman visuel de cybersécurité "Grown-Up Blues" a été implémenté. La thèse contribue au corpus croissant de recherches sur les jeux éducatifs en cybersécurité et fournit des idées pour concevoir des jeux éducatifs efficaces qui améliorent l'éducation en matière de cybersécurité. / In a world that continues to be increasingly digitalized, the dependency on technological tools has become unavoidable. The COVID-19 pandemic has further accelerated the trend towards remote work and education, leading to an increase in online activity and data exchange. However, despite this surge in online activity, the level of cybersecurity awareness among a significant number of users remains inadequate. Many users lack proper education on cybersecurity and online privacy and demonstrate a lack of understanding of the sensitivity of their data. A survey we conducted on more than 300 users confirmed that the need for more quality content was blatant. Educational games have demonstrated their effectiveness as teaching and learning tools, particularly in vulgarizing topics generally requiring in-depth knowledge to master. However, challenges are associated with the quality and assessment of serious games, as multiple aspects of game enjoyment are subjective and intangible. Motivated by the need for improved “high quality” educational games, this thesis builds a scale to refine the criteria mentioned by Caserman’s assessment of serious games and applies that to 45 cybersecurity games. The assessment indicated a deficiency in the enjoyment criteria, specifically the lack of dynamic adaptation. As a result, this study proposes the EVNAG (Educational Visual Novel Adaptive Game) cybersecurity game framework, which centers on Dynamic Difficulty Adaptation as a solution to this issue. Inspired by this architecture, the cybersecurity visual novel “Grown-Up Blues” was implemented. The thesis contributes to the growing body of research on educational games in cybersecurity and provides insights for designing effective educational games that enhance cybersecurity education.
279

Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare Setting

Alow, Mark Lee January 2022 (has links)
No description available.
280

Zirkus Empathico 2.0, A serious game to foster emotional and collaborative skills in children with Autism Spectrum Disorder (ASD)

Hassan, Ahmed 15 January 2024 (has links)
Autismus-Spektrum-Störung (ASD) ist eine neurologische Entwicklungsstörung, die durch eine Reihe von Entwicklungsstörungen gekennzeichnet ist, die zu einem Mangel an sozialen, kommunikativen und kooperativen Fähigkeiten führen. Sozio-kommunikative Beeinträchtigungen können durch von Verhaltenstherapeuten konzipierte und durchgeführte Trainingsprogramme für soziale Kompetenzen verbessert werden. Computergestützte Therapien zur Lösung sozio-kommunikativer Schwierigkeiten bei Kindern, Jugendlichen und Erwachsenen mit ASD haben ermutigende Ergebnisse gezeigt. Das Serious-Game-Format ist eine Form der Intervention. Seriöse Spiele sind pädagogisch wertvoll, aber oft attraktiver als offensichtliche pädagogische Hilfsmittel. Zirkus Empathico 2.0 ist ein Serious Game für mehrere Spieler mit verschiedenen Levels und Bühnen in einer Zirkusumgebung. Die Auswertung erfolgte über einen Zeitraum von acht Wochen. Sechzig Kinder mit ASD im Alter von fünf bis elf Jahren wurden vor und nach der Behandlung untersucht. Zu den primären Ergebnissen gehörten die Empathiebewertung durch die Eltern und objektiv gemessene Fähigkeiten zur Emotionserkennung. Die Bewertung der Effektivität und Verwendbarkeit des Spiels für das Training sozialer Kompetenzen zeigte, dass es eine plausible Lernumgebung schuf, indem es das Bewusstsein der Studienteilnehmer für Fähigkeiten und neurotypisches Verhalten steigerte und ihre vorhergesagte Angst in zukünftigen sozialen Situationen verringerte. Nach der Behandlung wurden signifikante Behandlungseffekte festgestellt. Sowohl bei Kurz- als auch bei Langzeitbeurteilungen. Zirkus Empathico 2.0 ist erfolgreich bei der langfristigen Verbesserung der sozio-emotionalen Fähigkeiten in realen Situationen. Zukünftige Forschung sollte sich auf die spezifischen Prozesse konzentrieren, die den Übertragungs- und Aufrechterhaltungsvorteilen von Empathie und Emotionserkennung zugrunde liegen. / Autism spectrum disorder (ASD) is a neurodevelopmental disorder characterized by a spectrum of developmental abnormalities that result in a lack of social, communicative, and collaborative abilities. Socio-communicative impairments can be improved through behavioral therapist-designed and delivered social-skills training programs. Computer-based therapies to resolve socio-communicative difficulties in children, adolescents, and adults with ASD have demonstrated encouraging outcomes. The serious game format is one type of intervention. Serious games are educational but often appeal more than overt pedagogical tools. Zirkus Empathico 2.0 is a multi-player serious game set with various levels and stages in a circus environment. It was evaluated over eight weeks. Sixty children with ASD aged five to eleven years were evaluated before treatment and post-treatment. Primary outcomes included empathy rating by parents and objectively measured emotion recognition abilities. Secondary outcomes were assessed as emotional awareness, emotion management, well-being, and personal therapy goals. The assessment of the game's effectiveness and usability for social-skills training indicated that it established a plausible learning environment by boosting trial participants' awareness of abilities and neurotypical behavior and decreasing their predicted fear in future social situations. Following treatment, significant treatment effects were detected. In both short- and long-term assessments, moderate impacts were observed on emotional awareness, emotion management, and autistic social symptomatology. Parents reported that therapy goals were met, and that treatment was transferred well. Zirkus Empathico 2.0 is successful at improving long-term socio-emotional abilities in real-world situations. Future research should focus on the specific processes behind empathy and emotion recognition's transmission and maintenance benefits.

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