The Importance of Socio-Emotional Agency in Applied Games for Social Learning

Rui Prada

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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Abstract

Games have a great potential as learning tools, in particular, because they provide means for players to safely explore and fail, and because they promote personal emotional experiences. To be successful, games must present a good coverage and fidelity of the interaction experience regarding the target learning goals. In the case of learning of social skills, which is one prominent area of application of games, the use of AI characters with socioemotional agency has great potential value. These characters may increase the range of social situations that players can explore (coverage). However, in order to achieve that the AI characters need to be able to present good social behaviour (fidelity). Although, several examples of computational models to achieve this can be found, developing these models remains a challenging research question.
Original languageEnglish
Title of host publicationSerious Games, Interaction and Simulation. SGAMES 2016
EditorsC. Vaz de Carvalho , P. Escudeiro, A. Coelho
PublisherSpringer
Pages31-35
ISBN (Electronic)978-3-319-51055-2
ISBN (Print)978-3-319-51054-5
DOIs
Publication statusPublished - 8 Dec 2016
Externally publishedYes
EventInternational Conference on Serious Games, Interaction, and Simulation - Porto, Portugal
Duration: 16 Jun 201617 Jun 2016
https://link.springer.com/conference/sgames

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series
Volume176

Conference

ConferenceInternational Conference on Serious Games, Interaction, and Simulation
Abbreviated titleSGames
CountryPortugal
CityPorto
Period16/06/1617/06/16
Internet address

Fingerprint

social learning
artificial intelligence
coverage
learning
social situation
experience
interaction

Keywords

  • Applied Games
  • Socio-Emotional Agency
  • Social Learning
  • Autonomous Agents
  • Social Intelligence

Cite this

Prada, R. (2016). The Importance of Socio-Emotional Agency in Applied Games for Social Learning. In C. Vaz de Carvalho , P. Escudeiro, & A. Coelho (Eds.), Serious Games, Interaction and Simulation. SGAMES 2016 (pp. 31-35). (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series; Vol. 176). Springer. https://doi.org/10.1007/978-3-319-51055-2_5
Prada, Rui. / The Importance of Socio-Emotional Agency in Applied Games for Social Learning. Serious Games, Interaction and Simulation. SGAMES 2016. editor / C. Vaz de Carvalho ; P. Escudeiro ; A. Coelho . Springer, 2016. pp. 31-35 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series).
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Prada, R 2016, The Importance of Socio-Emotional Agency in Applied Games for Social Learning. in C Vaz de Carvalho , P Escudeiro & A Coelho (eds), Serious Games, Interaction and Simulation. SGAMES 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series, vol. 176, Springer, pp. 31-35, International Conference on Serious Games, Interaction, and Simulation, Porto, Portugal, 16/06/16. https://doi.org/10.1007/978-3-319-51055-2_5

The Importance of Socio-Emotional Agency in Applied Games for Social Learning. / Prada, Rui.

Serious Games, Interaction and Simulation. SGAMES 2016. ed. / C. Vaz de Carvalho ; P. Escudeiro; A. Coelho . Springer, 2016. p. 31-35 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series; Vol. 176).

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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Prada R. The Importance of Socio-Emotional Agency in Applied Games for Social Learning. In Vaz de Carvalho C, Escudeiro P, Coelho A, editors, Serious Games, Interaction and Simulation. SGAMES 2016. Springer. 2016. p. 31-35. (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series). https://doi.org/10.1007/978-3-319-51055-2_5