Serious Games in Digital Gaming: A Comprehensive Review of
Applications, Game Engines and Advancements
ALEXANDROS GAZIS1*, ELEFTHERIA KATSIRI1,2
1Democritus University of Thrace, School of Engineering,
Department of Electrical and Computer,
Engineering, Xanthi, 67100,
GREECE
2Institute for the Management of Information Systems,
Athena Research & Innovation Center in Information Communication & Knowledge Technologies,
Marousi, 15125,
GREECE
*Corresponding Author
Abstract: - Serious games are defined as applied games that focus on the gamification of an experience (e.g.,
learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games
have become increasingly popular due to their ability to simultaneously educate and entertain users. In this
review, we provide a comprehensive overview of the different types of digital games and expand on the serious
games genre while focusing on its various applications. Furthermore, we present the most widely used game
engines used in the game development industry and extend the Unity game machine advantages. Lastly, we
conclude our research with a detailed comparison of the two most popular choices (Unreal and Unity engines)
and their respective advantages and disadvantages while providing future suggestions for serious digital game
development.
Key-Words: - serious games, serious digital game middleware architectures, gamification, digital games, Unity
Engine, Unreal Engine, game engines, game development, cloud gaming, virtual reality digital games
Received: May 19, 2022. Revised: January 9, 2023. Accepted: February 11, 2023. Published: March 22, 2023.
1 Introduction
Digital games can bring our dreams to life and this
distinctive feature separates them from other forms
of interactive entertainment. Specifically, their
notable difference from other sources of
information/education/entertainment, such as books
and films, is that their potential is tightly connected
to the imagination of the individual. This happens as
they do not allow the viewer to engage and interact
thus feeling he is an active member of an online
virtual community, [1], [2].
In recent years, digital games have become an
integral part of our everyday life and due to the
increase of smartphones and smart devices, the new
generation is spending more and more time on so-
called "gaming". For this reason, it is necessary to
further study and thoroughly understand the
characteristics of the digital games that young
people like to create games with similar qualities.
The aim of researchers should be to understand the
behavior, opinions, and political beliefs of the
younger generations and focus on the psychological
effects of games, [3] not only emphasizing violent
games, [4]. According to the current literature, it has
been shown that digital games can have a positive
impact on both mood and behavior of players, [5],
[6], [7].
Furthermore, "serious games" (SG) are a genre
that focuses on story-telling experience outside the
context of entertainment, where the narration
progresses as a sequence of patterns impressive in
quality ... and is part of a thoughtful progress”, [8]
i.e., applications that aim to "gamify" learning
processes in a modern learning environment, [9]. In
particular, this is achieved by creating an application
that simulates a -usually learning- process or
through the construction of virtual worlds and
communities alike. These games aim to promote
interactive and experiential learning so that players,
in their efforts to win the game, gain a rudimentary
knowledge of various concepts and experiences.
These games can significantly help in the
development of critical thinking and the ability to
solve problems rapidly as, through feedback
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(usually through a point or life collection system),
they reward or not each player's choices and thus
educate them on correct decisions. Therefore, in the
context of exploring a virtual world, the player is
educated, learns, chooses, and decides what is a
correct decision in a realistic (real-life) manner.
In addition, there are 2 categories of players
based on their gameplay style, the "core" and the
"casual", [10]. More specifically, the first type of
player refers to people who usually spend more
hours playing a game and enjoy beating each
quest/level. This category enjoys the increased
difficulty in a game and can overcome multiple
obstacles and challenges in each game to move to
the next level. In contrast, the second type prefers
easier games and enjoys the overall experience of
the game with medium to low-difficulty gameplay.
Our study focuses on providing a
comprehensive look at the current state of serious
games in digital gaming, with insights into their
applications, game engines, and advancements, as
well as future directions for the industry. In the next
sections, firstly we provide a literature review of
digital gaming. Then, we define the different genres
of games and compare digital games with serious
games providing real-life examples of released
games. Secondly, we present the most widely used
game engines used. Thirdly, we focus on the
advantages of the Unity engine and its middleware
architecture, arguably one of the most commonly
used engines for game development worldwide. In
addition, we compare Unity with Unreal, i.e., the
two most widely used game engines. Lastly, we
conclude our study and suggest future research steps
based on our publication.
2 Related Work
Worldwide, the creation and adoption of educational
computer games have been rapidly and steadily
increasing. In particular, the introduction of the use
of electronic devices in everyday life and the
increase in their capabilities, combined with their
decreasing price over the years (Moore's Law), [11]
has provided a large part of the population with
accessibility to digital consoles able to play complex
and highly demanding (in computer resources)
games. Specifically, in our everyday life, a cheap
electronic device (tablet or mobile) can support a
multitude of different types and categories of games,
offering the owner the possibility to enhance their
game experience with low-cost devices.
In particular, digital games are a highly
successful and popular means of engaging the
interest of young people - a particularly difficult
task to achieve through traditional practices - and
are often used as a means of studying how they
interact with society, [12]. More specifically, they
can contribute to shaping young people's behavior
and assist in learning about the principles and
functioning of societies. As mentioned in [13],
digital games can encourage young people to take
on new roles as well as social identities (profiles) by
providing strong incentives to receive and
understand new information and knowledge in
general. It is worth mentioning that the gamer’s age
is particularly susceptible to receiving new
communicative stimuli as well as learning from new
experiences, [14]. Finally, these options may result
in changing their respective behavior, their way of
thinking, their opinions, and in some cases even
their political beliefs.
Moreover, one of the key issues that must be
taken under consideration when designing a game is
the characteristics of the audience (age, gender,
culture) and the main types of players it will
address. In addition, concerning the technical
characteristics of a game, it is particularly important
to consider the technological tools that will be used,
such as the development platform (Windows, Xbox,
Mac, PlayStation), the game engine, the navigation
experience in the game, the elements (graphics,
sound), the way and the number of options that the
player can enter and the overall interaction with the
game. In this respect, it is highlighted that serious
games are a means of education for both minors and
adults depending on the design and subject matter of
each game.
2.1 Categories of Digital Games
Different genres of games exist based on both their
content and the way each player interacts with the
game, but typically digital games can be categorized
into one of the following [15]:
1. Strategy games: involve the careful planning
and efficient resource management of small
virtual worlds/online communities. Specifically,
this type usually aims at mature (age) audiences
and is usually referred to as thinking games.
2. Real Role-playing Games: this category has
similar characteristics to "Strategy games". The
notable difference in this category is that the
user can use multiple characters with different
skills, emphasizing the development of a
character (player avatar/player profile) through
a reward system. Specifically, the player aims to
upgrade their character through the
accumulation of points and promotion to
different "classes".
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3. Massively Multi Role Playing Games: they
consist of multiple virtual worlds and involve
the parallel interaction of multiple users. These
game worlds are highly interesting for
researchers who aim to study user behavior.
Specifically, due to the emergence of Web 2.0,
[16] and the subsequent social networking
phenomenon, the creation of a Multi-User
Virtual Environment (MUVE) has become
particularly simple as it depends solely on 3
distinct processes: hosting server,
software/interfaces for user communication with
the game and user identification. Upon
identification and successful login, the user is
part of the digital world and can communicate
and exchange information with other members
of the small virtual worlds/online communities.
4. Simulation games: they aim to simulate a
specific activity realistically, taking into account
not only the laws of physics but also the real-life
constraints and operating rules of everyday life
(i.e., the real world).
5. Government Simulation Games: while this
category of games has identical characteristics
to both "Simulation Games" and "Strategy
Games", due to their unique features, i.e.,
discouraging the player from making arbitrary
decisions and removing overall elements of free
action and navigation, they are considered a
separate game genre.
2.2 Digital Games and Serious Digital Games
Digital games are categorized into various
categories depending on their purpose of creation,
[17]:
1. Commercial games designed to entertain and
amuse the user
2. Serious games designed for learning purposes.
Similarly, they are divided into the
following categories, depending on their design
focus, [18]:
1. Design is driven by a specific didactic approach,
2. Design without an educational purpose but with
the possibility for users to learn.
3. Design based on a specific learning theory but
without a specific teaching approach.
The third category can be used for educational
purposes without the intervention of a teacher.
Indicatively, some examples of digital games, [19]
are "Sims Pets" which involves the development of
problem-solving skills, "Age of Empires III" for the
development of social skills and "Harry Potter and
the Goblet of Fire" for the development of writing
skills.
According to [20], [21], SGs are defined as
digital games aiming to be used as learning models
rather than as a means of user entertainment. In
particular, SGs have been widely used in various
fields of human activity to train users. In this study,
the focus is on SGs, i.e. games that were developed
and used exclusively for educational purposes. In
particular, an SG in the field of education is defined
as an application in which: the player competes
cognitively with a computer system according to
certain predefined rules. These games aim to use the
user's entertainment as a means of learning concepts
related to government or business, education, health,
public policy, and strategic communication
objectives”, [22]. Therefore, the purpose of SGs is
to motivate players in the light of an educational
environment to transmit ideas, and values, and often
to motivate them to a specific action or to think
about a specific concept/idea, [23]. In this way, the
players' behavior is changed as they think about
their actions and their possible impact on real-life
situations in everyday life i.e., the real world, [24].
SGs have been widely used in the last decade, [25]
in the field of education as they offer the following,
[26]:
1. Enhancing the instructor-trainee interaction
2. Increase the instructor's concentration, [27]
3. Improve critical thinking and logical
thinking.
2.3 Serious Digital Games Applications
SGs help students to apply factual knowledge, learn
on demand, adapt to new situations, and, gain new
experiences and knowledge, [28]. SGs assist in
making the learning process more effective and
efficient as they maintain high levels of interest
among participants and promote the active
participation of users in problem-solving. As a
result, SGs are a particularly important training tool
as they follow the so-called situated learning model,
[29], [30], [31]. Over the years, SGs continuously
incorporate new features and are enriched with new
game and graphical methods.
Finally, some indicative applications of SGs
include corporate training, [32], entrepreneurship,
[33], foreign, [34] and programming, [35], [36]
language learning, cultural heritage, [37], ecological
awareness, [38], [39], military service, [40], [41],
pharmacology [42], health, [43], [44], [45] and
health care, [46], circular economy, [47], stress
management, [48], engineering risk management
[49], cyber security, [50] and law enforcement, [51],
[52], [53].
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3 Game Engines for Game
Development
Many different game engines exist that are used
depending on the needs of the project. In this
section, we will present the most widely used game
engines and focus on Unity.
3.1 Defining: Game Engines as Middleware
Software Solutions
There are 2 ways to develop a game, [54], [55]:
a. the traditional way of development where
the developer develops the game from
scratch using a programming language or
b. the modern approach which is based on
software packages, i.e., a framework of
software development tools that deal with
predefined game functions.
More specifically, in the last decade, many
application packages, also known as frameworks,
have emerged which have provided the software
engineer (developer) with useful tools and methods
to assist at all stages of the game development, [56],
[57]. These tools, in addition to assisting in the
design and implementation process, provided a way
of modeling and standardizing many continuous
integration and continuous operation processes. As a
result, the application frameworks contributed in the
long run to reduce the necessary time for
development, maintenance, and deployment time of
the applications, [58], [59], [60].
These middleware approaches, in the field of
digital game development and design, are the so-
called game engines that provide the necessary tools
to create a game regarding its basic functions such
as:
the player's movement,
the sound,
the development and code execution
interfaces, etc.
In particular, these middleware provide a bundle
for all the necessary software packages as well as all
the predefined rules and methods regarding the
following:
networking of player computers,
operation of the graphics of an application,
or, more generally, various functions such
as the development platform of the digital
game (windows/Linux).
More specifically, these software properties,
although they are purely related to the early stages
of game development, i.e., the so-called backbone-
core of the application, they are of paramount
importance for the development of digital games
with continuous integration and continuous delivery
of the information flow within the schedule, [61].
With the use of machines, developers focus their
development efforts and time purely on the
application itself and do not have to "reinvent the
wheel" i.e., deal with questions such as what
communication protocol the application will work,
what are the possible login/verification options for
the user, what will be the resolution of the game
depending on the execution surface (screen), etc.
In addition, a particularly interesting feature of
game engines as middleware entities is the "game
editor", i.e., the graphical tool that allows the
creation of a game usually through a drag-and-drop
menu with multiple elements and different options.
Unfortunately, this feature has several limitations
but, in the early stages of a game's development, it
allows developers to easily and quickly create initial
functional prototypes. Finally, this is particularly
important as it allows non-technical members of the
game development team, such as graphic designers
and other specialists, to start contributing to the
game development project from the early stages of
the project. In this way, non-technical members'
working hours are not wasted waiting for long
periods, i.e., until the developers have completed the
programming and the necessary testing-testing of
the prototype versions of the programming code for
the execution of the game.
3.2 Defining: Game Engines Frameworks
Specifically, there are several digital game
development engines, of which the most widely
used are the following:
1. OpenSimulator, [62] an open-source
software engine with capabilities of running
on multiple platforms, multi-user
interfacing, and running in 3D virtual world
environments. In particular, this engine can
be used to create virtual environments in
which users can access a server through the
use of clients of different interface
protocols. In particular, it has a very useful
optional installation (Hypergrid) that allows
users to visit other active OpenSimulator
installations on the Internet. This is
accomplished through the software license
installed on a personal computer, which
creates a kind of distributed network of
computers (Metaverse type). OpenSimulator
is written in C# and runs both on Windows
via the .NET framework and on Unix
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software machines via the Mono
framework. The source code is made
available for free through a Berkeley
Software Distribution (BSD) license. In
particular, this code may be used as-is or
incorporated into existing commercial
products without any restriction on use or
future requirement, thus enhancing the
integration of OpenSimulator into
commercial applications and products.
2. Unreal Engine, [63] one of the best-known
game engines developed by Epic Games
and first used in the late 1990s in the "first-
person" game Unreal. Subsequently, this
engine was further developed and focused
on games that mainly involved shooters or
"first-person" mode games. Its ease of use
as well as the multitude of tools it provided
quickly allowed it to be used in "Massively
Multi-Role Games" as well as "Real Role-
Playing Games". The Unreal engine is
written in the C++ programming language,
it is open source, and due to the language
chosen for its development, it is
characterized by high speed and a high
degree of portability. This means that it
provides the possibility of migration to
different environments and platforms
without the occurrence of compatibility
problems. This engine operates under a
subscription service (monthly payment) and
supports several elements such as fully
dynamic lighting modes, instant game
updates without interrupting game
execution, full-screen game viewing during
software development, interactive
visualization tools for code flow, and
sophisticated bug detection and debugging
methods.
3. CryEngine, [64], [65] a game engine
technology developed by Crytek. It was
originally developed as part of Ubisoft's Far
Cry game which was released in 2004 and
was a game landmark in terms of the
realism of graphics as well as the detail of
objects in small virtual worlds/online
communities. The latest version of
CryEngine supports multiple elements such
as natural lighting manipulation,
dynamic/painted shadows, dynamic global
illumination of game world objects in real-
time, automated grid generation for
navigation and user exploration via artificial
intelligence systems, automated motion
blur, depth of field switching and
stereoscopic 3D support for all platforms.
CryEngine engine technology has been used
in recent years to create games on various
software platforms, including Windows,
Linux, OS X, Xbox, Play Station, Wii, iOS,
and Android as it is particularly popular in
3D game development.
4. Unity, [66] composes a game engine
capable of running on multiple platforms
and was developed by Unity Technologies
in 2005. In particular, it is characterized by
a multitude of features such as Mecanim, an
animation system for representing any
character or object, real-time shading and
lighting options for all development
platforms, system updates with particle
collision control to avoid bugs, and dynamic
disable-enable links between objects and
obstacles. Additionally, it is worth pointing
out that while the Unity game engine is not
as powerful as CryEngine or Unreal, it
stands out due to its efficiency as well as its
multitude of settings for publishing digital
games across multiple platforms, [67], [68].
In particular, the aforementioned elements
are worth noting as by using Unity,
developers select and focus their efforts on
developing code on a specific platform
without spending hours configuring
implementations to make the application
run on other platforms. This capability
makes software development cycles less
time-consuming and rapidly agile thus
ultimately increasing development
efficiency throughout the project lifecycle.
In addition, as of 2018, the engine has been
extended to be able to support 27 platforms
including iOS, Android, Windows,
BlackBerry 10, OS X, Linux, Internet
browsers, Flash, PlayStation 3, PlayStation
Vita, Xbox 360, Windows Phone 8 and Wii
U. Finally, Unity can be used to create 3D
and 2D games as well as simulations for the
majority of commercial products and
platforms available on the market, [69].
Finally, it is emphasized that there is a
particularly large number of available digital game
development engines that are extensively used in the
industry such as Game Maker, [70], [71] or the
more recent Godot, [72], [73] but, in the context of
this technical report we chose to briefly mention the
most widely used in the industry.
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3.3 Defining: Unity Game Engine
Unity is used worldwide in both industrial
productions and academic research projects. One of
the main reasons for its choice is that it provides a
full version freely without any limitation or fee, as
long as the annual earnings of the game project do
not sum up to more than 100,000 US dollars, [74].
This amount is difficult to reach as during the early
prototype versions of the games, developers may
harness the full power of the engine but, it is
difficult to scale their application that rapidly and
have annual earnings of that amount. At the same
time, unlike its competitor (Unreal), although it
requires more computational resources for the same
processes, it provides the possibility of easier export
of the final exported file to a multitude of different
computer systems without requiring multiple
simultaneous developments on different platforms,
[75], [76], [77].
When installing the Unity engine to a
workstation, a developer will be forced to work with
the following software components:
1. Unity Editor: the tool used for developing
game programming objects, connecting
game graphics/audio, and overall, the basic
functionality and processes of our game.
2. Unity Hub: an application that provides the
ability to manage Unity Projects, and install
and monitor all the necessary elements of
our game. As an example, it is worth
mentioning that this management
application provides a multitude of settings
such as the configuration of the Unity
version, support for different exported files
(builds) on different platforms, the version
of Visual Studio, and the IDE for
development and debugging.
Furthermore, Unity handles its game aspect as a
separate object or game component, [78].
Analytically, all object properties, i.e., the behaviors
in a virtual world of a digital game, are determined
by automated programs (scripts) that assign
properties to objects such as movement and rotation.
Specifically, in the Unity engine these programs
have been developed using the C# language, which
is a general-purpose object-oriented language
created and maintained by Microsoft, [79]. More
specifically, in the Unity engine, the properties of
the architectural design principles of the middleware
used consider the individual attributes of game
objects to be stored as follows, [80]:
Project: refers to the specific folder all the
elements related to the digital game as well
as its components are stored (libraries, files,
etc.)
Assets: refers to the actual files and sub-
folders of a software project such as image
files, audio files, programs, etc.
Objects: are entities with which the player
interacts. Each object in a game may
contain information regarding its behavior
such as lighting options, programs to be
executed, etc.
Components: i.e., the properties of an object
that can be accordingly modified to give the
necessary structure and function to the
digital game. These are the cornerstone
pieces that are used in a game and combine
all the above options to determine the final
behavior of the game.
Finally, it is worth mentioning that the Unity
engine supports event-driven development. In
particular, this software method is based on the
operating principle that after the game is started,
programs can run when a certain event (defined by
the developer) occurs and add new functions and
features. More specifically, the above element is
particularly important as it makes the digital game
being developed less demanding in terms of
computational resources. It also adds interactive
elements to the player as well as more immediacy
and interactivity since his choices determine the
final actions of the game. As a result, the game is
not a monolithic application with predefined actions
but a dynamic application that adapts to every
playing style and players’ personal decisions, [81].
Lastly, it is worth noting that Unity’s Projects
are usually structured via convention over
configuration and the do not repeat your
architectural approaches. This means that the
structure of actual development files is usually as
follows (separation of concerns):
Assets: storage space for the components
used during the game process that relate to
all the functions of the core quests
performed by the user.
Prefabs: where the predefined game objects
are stored. These objects are used multiple
times during the gameplay and are
replicated in multiple parts of our game
(e.g., graphics for the missions, player
interaction effects, etc.).
Scenes: the actual scenes of our game, i.e.,
the various menus and levels of our game.
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Scripts: the programming codes, i.e., the so-
called C# programs (scripts .cs) of our
game.
All other folders are not used for more than
1 object, so they are stored individually.
3.4 Defining: Unity vs Unreal Game Engine
Regarding the game engines that exist, we studied
several of the aforementioned game engines, [82],
[83], [84], [85], [85], [86] and concluded that the
best choices in terms of performance, features, and
software cost were Unity and Unreal, [87], [88]. In
particular, after studying the software architecture as
well as the capabilities of each solution, the Unity
engine was chosen for the following reasons:
It provides a free development license for
gross annual developer/company revenues
of less than 100,000 US dollars (USD), [74]
It offers easy migration and porting of the
application to different platforms
It has been developed in a programming
language supported by the well-known
software company Microsoft therefore the
engine has excellent documentation and is
regularly updated.
The use of C# (while Unreal in C++)
provides the possibility of easier extension
of the game, especially in case of making it
available to the public via cloud
infrastructure as, by using C# one can
support both the back-end and the front-end
of the application. More specifically,
through C# developers can create an
infrastructure in .NET, [89] using Azure
SQL Server (back-end), [90] that will host
the Unity digital game (application) and
provide a feedback menu (communication
screen) with the player on a website using
Asp.Net or other well-known frameworks
such as Blazor (front-end), [91]. That is, the
Microsoft software and application
ecosystem can cover all aspects of the
development, deployment, and upgrading of
this application.
In addition, for the selection of the Unity
engine, emphasis is placed on the following
features, [92], [93]:
Free license for the development of digital
games which is only slightly inferior in
terms of features to the professional-
commercial distribution of the engine
Support for the development of any type of
game from two to three dimensions in all
available game categories
Existence of an extensive software
ecosystem through the provision of several
features for setting lighting, graphics,
sound, etc.
Provide editing tools for scenarios, images,
and audio and optimize the performance of
two-dimensional models
Providing a standardized asset pipeline, i.e.,
game properties such as application code
and audiovisual effects can be compressed
and reused across different platforms and
environment versions. This is important as
it allows easier development and
maintenance of legacy versions
(dependency tracking)
Participation in a highly active online
community of developers, [94].
Machine support for LTS releases and more
general software updates regularly, which
are usually accompanied by major fixes to
software security vulnerabilities
Encourage the adoption of modern agile
software development approaches through
the iterative development model
Ability to create a game on any platform:
Mac, Windows, WebGL, Android, etc.
Special mention should be made of the
support of the WebGL platform, a software
interface (API) in JavaScript that allows the
execution of a multitude of games through
simple web browsers, [95]. Furthermore, it
is stressed that although the -actual- size of
digital game files increases significantly
when they are converted (built) to this
platform, the possibility of fully integrating
games into web browsers, at a time when
mobile devices have dominated the market,
is probably the future of many digital games
Support the development of new forms of
digital games using innovative technologies
such as virtual reality (e.g., using special
glasses)
4 Conclusion
Our study provided a comprehensive overview of
what is a digital game, its different genres, and the
importance of serious games in digital gaming.
Furthermore, while focusing on serious games, we
presented the most popular game engines and
provided their key features as new technological
advancements in the industry. Moreover, we have
made a detailed comparison of the two most widely
used game engines, Unreal and Unity, and
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highlighted the pros and cons of each approach
while also discussing the advantages of the Unity
engine and its middleware architecture. Lastly,
throughout this article, we have presented real-life
examples of released games and methods to
illustrate the different genres of games and compare
digital games and serious games alike.
Overall, our review emphasizes the potential of
serious games to educate and entertain users, as well
as future directions for the industry. This study can
be a valuable resource for game developers,
educators, and researchers interested in serious
games and their potential applications.
5 Future Research
We suggest that future research should focus on
exploring the effectiveness of serious games in
various fields and the impact of emerging
technologies, such as virtual reality and cloud
gaming. According to the current literature,
increasing use of Virtual Reality technology in
existing infrastructures has been observed. We
believe that due to the extensive software support
and the large number and active participation of the
Unity community, this engine will most likely
support -without backward compatibility issues- the
transition of existing games to cloud-based
infrastructures. Cloud infrastructures are important
as they will shift the game workload from a local
computer to a remote server thus providing the
opportunity to game to a bigger audience. This is
extremely important as it will enable SGs to reach
people with limited access to funding that can only
use low-power and low-cost computers to educate.
As a result, this feature will enhance the main goal
of serious games, namely, the gamification of the
learning experience, and will pave the way for
focusing on new technologies in SGs such as Virtual
Reality, [96], [97], [98].
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Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
- Alexandros Gazis, was responsible for
conceptualization, investigation, methodology,
software, validation, visualization, writing the
original draft, review-editing resources, carrying out
simulations and writing the original draft.
- Eleftheria Katsiri, contributed to the
conceptualization, formal analysis, funding
acquisition, investigation, methodology, project
administration, resources, supervision, validation,
visualization, review, and editing of the original
draft.
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
Creative Commons Attribution License 4.0
https://creativecommons.org/licenses/by/4.0/deed.en
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WSEAS TRANSACTIONS on COMPUTER RESEARCH
DOI: 10.37394/232018.2023.11.2
Alexandros Gazis, Eleftheria Katsiri
E-ISSN: 2415-1521
22
Volume 11, 2023
Sources of Funding for Research Presented in a
Scientific Article or Scientific Article Itself
No funding was received for conducting this study.
Conflict of Interest
The authors have no conflicts of interest to declare
that are relevant to the content of this article.