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Games are very popular for their entertainment purpose that attracts people of every age and gender. They also represent a very successful industry; leveraging on the wide popularity of games among all the segments of the consumer market, game companies have been able to generate higher revenues than the movie industry. However, considering games just as a matter of fun and money is definitely wrong. Games also represent a challenging topic for researchers all over the world. One of the reasons is the correlation between problems that emerge in developing innovative game experiences and those typical of other conventional research fields in computer science. We can hence state that games are factually contributing to knowledge advancement. Moreover, let us consider one of the well known ways through which games contribute to our society. Serious games are applications that couple the pure entertainment with a serious purpose [Michael and Chen 2005]. This feature is generally exploited to educate, train, heal, advertise, and inform. For instance, DroidGlove is a smart phone based game for wrist rehabilitation that provides the user with the task of performing a series of hand movements and verifies the result through the accelerometer
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Stored only when both papers are in the corpus — 43 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.