Serious Game, Serious Results: A Case Study with Evidence

2016 ◽  
Vol 1 (1) ◽  
pp. 13-25
Author(s):  
James Watt ◽  
Mark Hamilton ◽  
Kristine Nowak ◽  
John Christensen
Keyword(s):  
Author(s):  
Sarah Charraire Fraoua ◽  
Giuseppe Zara ◽  
Amos David
Keyword(s):  

2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


2019 ◽  
Author(s):  
Cristina Alonso‐Fernández ◽  
Iván Martínez‐Ortiz ◽  
Rafael Caballero ◽  
Manuel Freire ◽  
Baltasar Fernández‐Manjón

2020 ◽  
Vol 12 (24) ◽  
pp. 10509
Author(s):  
Mathias Lanezki ◽  
Catharina Siemer ◽  
Steffen Wehkamp

Communicating knowledge about energy transition is a challenge of sustainable development. Serious games are a possible approach to explain complex relationships and present them to citizens. This paper discusses the development process of the serious board game “Changing the Game—Neighbourhood”. Therefore, this paper describes our approach of developing a serious game with co-designers in four phases and illustrates the process using an example. Doing so, the paper focus on two central challenges: (1) How can a serious game be developed for the energy transition, which keeps a balance between learning and playability? (2) How can co-design contribute to the development of a serious game? We found out that the use of prototypes and the influence of different stakeholders as informants, co-designers, and testers were crucial for the expansion of the learning content, the improvement of the gameplay, and the balancing of the difficulty level. In addition, the energy transition at the neighborhood level appeared to be a suitable topic for a serious game. During the development process, the serious game was already used for citizen participation, involving about 120 participants in 15 workshops.


2015 ◽  
Vol 69 ◽  
pp. 125-131 ◽  
Author(s):  
Tiffany Tong ◽  
Mark Chignell ◽  
Tammy Sieminowski
Keyword(s):  

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