scholarly journals Socially Aware Design of Games: an early workshop for game designers

2020 ◽  
Vol 11 (1) ◽  
pp. 92-109
Author(s):  
Bernardo Ferrari ◽  
Deógenes P. da Silva Junior ◽  
Carolina Moreira Oliveira ◽  
Júlia S. B. Ortiz ◽  
Roberto Pereira

Designing games to encourage players' positive and healthy behaviors is both a necessity and a challenge. Although the game research field has relevant contributions in literature, especially regarding gamification, serious games and persuasive computing, when the application domain is critical, such as education or health, it is necessary to understand the context in which a game will be inserted before actually proposing and designing it. This paper presents a collaborative workshop for problem understanding and requirements elicitation in the early stages of game design. The workshop stresses the importance of problem-understanding from a sociotechnical perspective before developing a game and before directly engaging other stakeholders. The paper presents the workshop in practice where designers must understand how to support children to perform speech therapy exercises outside hospital settings. The workshop was conducted to produce a systemic understanding of the problem domain, of human and technical aspects, possible solutions and their implications to be used as inputs for game design and evaluation. The paper presents the workshop and its main results, discussing lessons learned and highlighting the need for early and lean practices to promote the socially aware design of games.

Author(s):  
Taiki Nishihara ◽  
Yagana Parwak ◽  
Eghosa Edogun ◽  
Gia Park ◽  
Scott Lee

This chapter explores gamification and its potential to address leading health and healthcare issues, to promote healthy behaviors and empower patients to take charge of their own health. It discusses some of the key advantages of gamification over past iterations of technology-based behavioral health interventions, including personal informatics and serious games. The advantages discussed in this chapter include: 1) a greater emphasis on the promotion of intrinsic motivation through quality, intentional game design; 2) broader accessibility to patients through mobile technology and advancing sensor systems; and 3) broader applicability to tackle a variety of health challenges. This chapter is useful for those hoping to gain a deeper understanding of the promise that drives the excitement in gamification as a method for addressing the health challenges of the modern world, as well as the work that is still required to fulfill that promise.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


2020 ◽  
Vol 7 (1) ◽  
pp. 97-126
Author(s):  
Ander Areizaga Blanco ◽  
Henrik Engström

Studies have found serious games to be good tools for programming education. As an outcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached a large audience.This article presents a systematic review of publicly available and popular programming games. It analyses which fundamental software development concepts, as defined by the ACM/IEEE Computer Science Curricula, are represented in these games and identifies game design patterns used to represent these concepts.This study shows that fundamental programming concepts and programming methods have a good representation in mainstream games. There is however a lack of games addressing data structures, algorithms and design. There is a strong domination of puzzle games. Only two of the 20 studied games belong to a different genre. The eleven game design patterns identified in this study have potential to contribute to future efforts in creating engaging serious games for programming education.


2019 ◽  
Vol 6 (1) ◽  
pp. 71-92 ◽  
Author(s):  
David Rumeser ◽  
Margaret Emsley

The purpose of this paper is to identify the principles governing successful project management serious (educational) game design and implementation by identifying lessons learned from implementing such games. This paper applied a triangulation method that qualitatively blends the perspectives of project management practitioners, game designers, and learners. The findings of this paper suggest principles of game realism, context, display, gameplay clarity, target audience, feedback, setting, debriefing, communication mode, and personalization. The main potential beneficiaries of this research include project management educators, trainers, students, training participants, and game designers. The study provides a comprehensive project management game design and implementation guideline that could help improve the quality of project management serious games. This paper is the first exploratory study to blend the perspectives of learners (students), serious game experts, and experienced project management practitioners in order to identify the key principles of delivering successful project management educational or serious games.    


2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


Author(s):  
Michael Kohlhase ◽  
Benjamin Bösl ◽  
Richard Marcus ◽  
Dennis Müller ◽  
Denis Rochau ◽  
...  

2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


2019 ◽  
Vol 6 (4) ◽  
pp. 19-48
Author(s):  
Laila Shoukry ◽  
Stefan Göbel

This paper presents the design and development of "StoryPlay Multimodal", a mobile multimodal analytics platform for the evaluation of Serious Games. It is intended to serve researchers, teachers and educational game developers as a means to assess their Serious Game Design. This is done by capturing, pre-processing, synchronizing and visualizing multimodal serious games analytics and mobile sensor data from playtesting sessions. By linking log data with multimodal data, it is possible to uncover relations between design elements, gameplay interactions, context parameters and affective and cognitive states. This is crucial for gaining full insight into the session, even if not present with the player at the same location. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.


Author(s):  
Sara de Freitas ◽  
Steve Jarvis

This chapter reviews some of the key research supporting the use of serious games for training in work contexts. The review indicates why serious games should be used to support training requirements, and in particular identifies “attitudinal change” in training as a key objective for deployment of serious games demonstrators. The chapter outlines a development approach for serious games and how it is being evaluated. Demonstrating this, the chapter proposes a game-based learning approach that integrates the use of a “four-dimensional framework”, outlines some key games principles, presents tools and techniques for supporting data collection and analysis, and considers a six-stage development process. The approach is then outlined in relation to a serious game for clinical staff concerned with infection control in hospitals and ambulances, which is being developed in a current research and development project. Survey findings from the target user group are presented and the use of tools and techniques explained in the context of the development process. The chapter proposes areas for future work and concludes that it is essential to use a specific development approach for supporting consistent game design, evaluation and efficacy for particular user groups.


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