GÖBL, Barbara, Simone KRIGLSTEIN and Helmut HLAVACS. Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review. In Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU. SciTePress, 2021. ISBN 978-989-758-502-9. Available from: https://dx.doi.org/10.5220/0010447301080115.
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Basic information
Original name Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review
Authors GÖBL, Barbara, Simone KRIGLSTEIN and Helmut HLAVACS.
Edition Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU, 2021.
Publisher SciTePress
Other information
Original language English
Type of outcome Proceedings paper
Confidentiality degree is not subject to a state or trade secret
WWW URL
ISBN 978-989-758-502-9
Doi http://dx.doi.org/10.5220/0010447301080115
Keywords in English Natural Language Interfaces, Conversational Interfaces, Conversational Agents, Chatbots, Pedagogical Agents, Serious Games, Game-based Learning, Player-Computer Interaction
Tags International impact, Reviewed
Changed by Changed by: Priv.-Doz. Dipl.-Ing. Dr. Simone Kriglstein, učo 112812. Changed: 14/6/2021 02:10.
Abstract
Conversational interfaces have become a popular approach to human-computer interaction in recent years. While currently often employed in a business context or as personal assistants, recent advances show that their application potential goes far beyond that. The following paper presents a systematic literature review on the integration of conversational interfaces using natural language in serious games. We provide an overview of application domains, designer’s motivations and reasoning. Finally, we summarize potentials and pitfalls of this technology in serious games, identify research gaps and suggest directions for further research.
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