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1.
Evolutionary game theory use in healthcare : a synthetic knowledge synthesis
Peter Kokol, Jernej Završnik, Helena Blažun Vošner, Bojan Žlahtič, 2025, review article

Abstract: Background: Evolutionary game theory (EGT), originating from Darwinian competition studies, offers a powerful framework for understanding complex healthcare interactions where multiple stakeholders with conflicting interests evolve strategies over time. Unlike traditional game theory, EGT accounts for bounded rationality and strategic evolution through imitation and selection. Aims and objectives: In our study, we use Synthetic Knowledge Synthesis (SKS) that integrates descriptive bibliometrics and bibliometric mapping to systematically analyze the application of EGT in healthcare. The SKS aimed to identify prolific research topics, suitable publishing venues, and productive institutions/countries for collaboration and funding. Data was harvested from the Scopus bibliographic database, encompassing 539 publications from 2000 to June 2025, Results: Production dynamics is revealing an exponential growth in scholarly output since 2019, with peak productivity in 2024. Descriptive bibliometrics showed China as the most prolific country (376 publications), followed by the United States and the United Kingdom. Key institutions are predominantly Chinese, and top journals include PLoS One and Frontiers in Public Health. Funding is primarily from Chinese entities like the National Natural Science Foundation of China. Bibliometric mapping identified five key research themes: game theory in cancer research, evolution game-based simulation of supply management, evolutionary game theory in epidemics, evolutionary games in trustworthy connected public health, and evolutionary games in collaborative governance. Conclusions: Despite EGT’s utility, significant research gaps exist in methodological robustness, data availability, contextual modelling, and interdisciplinary translation. Future research should focus on integrating machine learning, longitudinal data, and explicit ethical frameworks to enhance EGT’s practical application in adaptive, patient-centred healthcare systems
Keywords: evolutionary games theory, healthcare, complex healthcare systems, synthetic knowledge synthesis, thematic analysis
Published in DKUM: 29.10.2025; Views: 0; Downloads: 4
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2.
Understanding determinants of management simulation games adoption in higher educational institutions using an integrated technology acceptance model/technology–organisation–environment model : educator perspective
Mirjana Pejić Bach, Maja Meško, Ana-Marija Stjepić, Sarwar Khawaja, Fayyaz Hussain Quershi, 2025, original scientific article

Abstract: Background and Methods: A primary survey of a multi-national sample of higher institutional educators has been conducted to investigate the determinants of the adoption of management simulation games. The research model is developed based on the technology acceptance model (TAM) and technology–organisation–environment (TOE). Structural equation modelling has been used to test the research model. The paper focuses on the use of management simulation games among educators in higher educational institutions (HEIs). Its purpose is to determine the factors influencing educators’ use of these games from both individual and institutional perspectives. The TAM captures the individual perspective, while the TOE framework addresses the institutional perspective. The structural equation model confirmed most of the TAM hypotheses. Results: However, the model does not support the hypotheses regarding the relationship between perceived ease of use and attitude toward usage or between perceived ease of use and perceived usefulness. The technological factors within the TOE framework did not significantly impact perceived usefulness, only perceived ease of use. Conclusion: The combined TAMTOE model has demonstrated valid representativeness. Previous research on the usage of management simulation games has primarily focused on students, neglecting the broader perspective of educators in HEIs in business and economics within both the TAM and TOE frameworks.
Keywords: management simulation games, TAM, TOE structural equation modelling, intention to use, adoption
Published in DKUM: 26.08.2025; Views: 0; Downloads: 3
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3.
Games and songs in early English and German language learning in kindergarten : a comparison of practitioners' perspectives
Julija Tertinek, 2025, master's thesis

Abstract: This master’s thesis analyses early foreign language learning, specifically the learning of English and German, in Slovenian kindergartens, with a particular emphasis on the implementation of games and songs in language instruction. The primary aim of this thesis is to investigate teachers’ attitudes and experiences regarding early foreign language teaching in practice. As such, the research focuses on several key areas: teaching methods, the availability and use of teaching materials and the prevalence of songs and games during lessons. The theoretical part provides an overview of early foreign language learning, including the benefits of early exposure, the influence of age, teaching approaches and strategies, teacher competences and the role of materials, games and songs in early foreign language acquisition. It also examines the Slovenian context, addressing how early language learning is regulated and supported by the National Preschool Curriculum and the availability of formal training for teachers. The empirical part combines qualitative and quantitative research methods. The qualitative method includes six semi-structured interviews with teachers/preschool teachers of English and German from Maribor and the surrounding area. The quantitative method includes a questionnaire, distributed to kindergartens across various regions of Slovenia and completed by 64 respondents. Together, these approaches complement the theoretical framework and provide valuable insight from practitioners into how foreign languages are taught in practice and aid in identifying areas where improvements could be made.
Keywords: Early foreign language learning, English, German, kindergarten, songs, games
Published in DKUM: 15.07.2025; Views: 0; Downloads: 20
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4.
Gamified learning for sustainability : an innovative approach to enhance hydrogen literacy and environmental awareness through simulation-based education
Uroš Kramar, Matjaž Knez, 2025, original scientific article

Abstract: The transition to sustainable energy systems presents a critical challenge for the 21st century, necessitating both technological advancements and transformative educational strategies to foster awareness and knowledge. Hydrogen technologies are pivotal for decarbonization, yet public understanding and acceptance remain limited. This study introduces and evaluates a novel gamified educational framework, uniquely integrating simulationbased learning, collaborative problem-solving, and adaptive instructional scaffolding to enhance hydrogen literacy and sustainability awareness. Unlike traditional pedagogical approaches, this method actively engages learners in real-world decision-making scenarios, bridging the gap between theoretical knowledge and practical applications. This study involved adolescents aged 13–15 from two distinct educational and cultural contexts, one in Europe and one in the Middle East. A pre–post study design assessed knowledge acquisition, gamification engagement, and environmental awareness shifts. Findings reveal statistically significant improvements in technical knowledge and strong positive perceptions of gamified learning as an effective sustainability education tool across both cultural groups (Europe and the Middle East). Variations in engagement across cultural contexts suggest the need for adaptive, context-sensitive educational frameworks. While the findings indicate significant short-term knowledge gains, this study does not assess long-term knowledge retention, which remains an important area for future research. This research contributes to sustainability education by demonstrating how strategically designed gamification can foster behavioral engagement, enhance environmental literacy, and support the global energy transition agenda. This study offers a pioneering perspective on integrating interactive learning methodologies to cultivate sustainability competencies among younger generations.
Keywords: sustainability education, gamification, hydrogen literacy, energy transition, simulation-based learning, hydrogen supply chain, environmental awareness, cross-cultural education, educational innovation, serious games
Published in DKUM: 01.07.2025; Views: 0; Downloads: 4
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5.
Informal learning among teenagers through video games : a qualitative analysis of experiences, game modes and didactic benefits
Milan Matijević, Tomislav Topolovčan, 2019, original scientific article

Abstract: The paper analyzes the positive effects of video games on teen development and on teenagers' informal learning. The participants in the research were teenagers. The analysis and interpretation of games and explanations of their pedagogical merit indicate that players recognize their value for informal learning. Latent characteristics of video games include positive elemests such as taking responsibility, teamwork, sense of belonging, creativity, multiculturalism, personal virtues and values, emotion management, learning new information and skills, motor skills development and professional orientation. In that respect, it is possible to conclude that gaming may help in the development of certain abilities important for informal as well as formal learning in today's digital age.
Keywords: digital media, informal learning, teenagers, video games, a qualitative analysis
Published in DKUM: 10.06.2025; Views: 0; Downloads: 46
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6.
Sprachspiele als Motivationsfaktor im DaF-Unterricht mit jugendlichen und jungen Erwachsenen : Einsatzmöglichkeiten von Sprachelementspielen im Wortschatzerwerb
Brigita Kacjan, 2007, doctoral dissertation

Abstract: Ausgehend von einem interdisziplinären Studium eng miteinander verwobener wissenschaftlicher Disziplinen wird in der vorliegenden Dissertation theoretisch untersucht und belegt, wie der Wortschatzerwerb bzw. das Wortschatzlemen bei Jugendlichen und jungen Erwachsenen verläuft und wie Sprachelementspiele sinnvoll in diesen Prozess integriert werden können. Die so eruierten Paradigmen bilden die Grundlage fUr die Entwicklung einer Sprachspieltypologie, die sich speziell mit dem institutionellen Wortschatzerwerb hei Jugendlichen und jungen Erwachsenen beschäftigt, Anhand einer empirischen Fallstudie wird die Effizienz einiger ausgewählter Sprachelementspiele in der Praxis mit jugendlichen Deutschlernem überprüft. Vor dem Hintergrund der theoretischen und empirischen Erkenntnisse werden die aufgestellten Hypothesen im Bezug auf den motivationalen Charakter von Sprachspielen bzw. Sprachelementspielen auf ihre Gilltigkeit überprüft. Schließlich werden noch ein Fragenkatalog und die entwickelte Sprachspieltypologie als Werkzeuge angeboten, die es einer DaF-Lehrkraft ermöglichen, Sprachelementspiele sinnvoll und zielgerichtet in ihrem DaF-Unterricht mit Jugendlichen und jungen Erwachsenen einzusetzen. Dies alles wird durch die genau beschriebene, erklärte und begründete Schrittabfolge des Wortschatzerwerbs, den ausgearbeiteten Fragenkatalog und die entwickelte Sprachspieltypologie ermöglicht.
Keywords: German, foreign languages, didactics, vocabulary, language games, motivation, cognition, learning, adolescents, dissertations
Published in DKUM: 27.05.2025; Views: 0; Downloads: 8
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7.
Leveraging grammarware for active video game development
Matej Črepinšek, Tomaž Kosar, Matej Moravec, Miha Ravber, Marjan Mernik, 2025, original scientific article

Abstract: This paper presents a grammarware-based approach to developing active video games (AVGs) for sensor-driven training systems. The GCGame domain-specific language (DSL) is introduced to define game logic, sensor interactions, and timing behavior formally. This approach ensures cross-platform consistency, supports real-time configurability, and simplifies the integration of optimization and visualization tools. The presented system, called GCBLE, serves as a case study, demonstrating how grammarware enhances modularity, maintainability, and adaptability in real-world physical interaction applications. The results highlight the potential of a DSL-driven design to bridge the gap between developers and domain experts in embedded interactive systems
Keywords: active video games, grammarware, internet of things, DSL, procedural level generation, evolutionary computation, game controllers
Published in DKUM: 23.04.2025; Views: 0; Downloads: 6
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8.
Seasonal payoff variations and the evolution of cooperation in social dilemmas
Attila Szolnoki, Matjaž Perc, 2019, original scientific article

Abstract: Varying environmental conditions affect relations between interacting individuals in social dilemmas, thus affecting also the evolution of cooperation. Oftentimes these environmental variations are seasonal and can therefore be mathematically described as periodic changes. Accordingly, we here study how periodic shifts between different manifestations of social dilemmas affect cooperation. We observe a non-trivial interplay between the inherent spatiotemporal dynamics that characterizes the spreading of cooperation in a particular social dilemma type and the frequency of payoff changes. In particular, we show that periodic changes between two available games with global ordering best be fast, while periodic changes between global and local ordering games best be slow for cooperation to thrive. We also show that the frequency of periodic changes between two local ordering social dilemmas is irrelevant, because then the process is fast and simply the average cooperation level of the two is returned. The structure of the interaction network plays an important role too in that lattices promote local ordering, whilst random graphs hinder the formation of compact cooperative clusters. Conversely, for local ordering the regular structure of the interaction network is only marginally relevant as role-separating checkerboard patterns do not rely on long-range order.
Keywords: cooperation, social dilemma, social physics, phase transition, mixed games
Published in DKUM: 26.02.2025; Views: 0; Downloads: 2
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9.
Effects of a serious smartphone game on nursing students` theoretical knowledge and practical skills in adult basic life support : randomized wait list-controlled trial
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok, 2024, original scientific article

Abstract: Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time.To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. Objective: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS. Methods: This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist. Results: In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator. Conclusions: Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training.
Keywords: serious smartphone game, adult basic life support, teaching, games, gaming, education, nurses, nursing, educational, mHealth, mobile health, applications, smartphones, randomized controlled trial, technology-enhanced learning, life support, knowledge retention, practical
Published in DKUM: 27.11.2024; Views: 0; Downloads: 134
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10.
Evolutionary games on multilayer networks : a colloquium
Zhen Wang, Lin Wang, Attila Szolnoki, Matjaž Perc, 2015, review article

Abstract: Networks form the backbone of many complex systems, ranging from the Internet to human societies. Accordingly, not only is the range of our interactions limited and thus best described and modeled by networks, it is also a fact that the networks that are an integral part of such models are often interdependent or even interconnected. Networks of networks or multilayer networks are therefore a more apt description of social systems. This colloquium is devoted to evolutionary games on multilayer networks, and in particular to the evolution of cooperation as one of the main pillars of modern human societies. We first give an overview of the most significant conceptual differences between single-layer and multilayer networks, and we provide basic definitions and a classification of the most commonly used terms. Subsequently, we review fascinating and counterintuitive evolutionary outcomes that emerge due to different types of interdependencies between otherwise independent populations. The focus is on coupling through the utilities of players, through the flow of information, as well as through the popularity of different strategies on different network layers. The colloquium highlights the importance of pattern formation and collective behavior for the promotion of cooperation under adverse conditions, as well as the synergies between network science and evolutionary game theory.
Keywords: kooperacija, sociološke mreže, evolucijske igre, kolektivni pojav, samo-organizacija, fazni prehodi, recipročnost, fizika socioloških sistemov, cooperation, social networks, evolutionary games, collective phenomena, self-organization, phase transitions, reciprocity, physics of social systems
Published in DKUM: 17.09.2024; Views: 0; Downloads: 4
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