Social-Emotional Competence for the Greater Good: Exploring the Use of Serious Game, Virtual Reality and Artificial Intelligence to Elicit Prosocial Behaviors and Strengthen Cognitive Abilities of Youth, Adolescents and Educators - A Systematic Review.
Patrick GuilbaudCarrie SandersMichael J. HirschT. Christa GuilbaudPublished in: HCI (16) (2022)
Keyphrases
- virtual reality
- serious games
- virtual environment
- cognitive abilities
- systematic review
- artificial intelligence
- communication skills
- empirical studies
- virtual world
- computer graphics
- social interaction
- learning community
- social media
- social networks
- virtual humans
- game play
- three dimensional
- video games
- virtual space
- photorealistic
- learning processes
- game development
- machine learning
- software engineering
- virtual museum
- learning environment
- tangible user interface