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Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

Determining the Impact of a Serious Game


Introduction
A serious game (also called as an applied game) is a game that is produced with a prioritized motive other than entertainment.1 It is a simulation or process that is designed in such a way that it finds a solution or answer to a real-world problem or event. Many industries use this style of real-world-problem-solving as an application for their desired products; industries such as education, scientific exploration, health care, engineering, religion, politics, etc. The bottom line of a serious game is that it should teach or educate players about a specific topic which includes problematic scenarios that need to be identified and resolved. In the technology world nowadays, implementing a serious game into a product can lead to profound results, if done correctly. Many companies and industries have and are attempting to create these applied games to their full potential, and in return would receive vital information relative to what is concerned. However, not all attempts have been a success, as there are formulated aspects that need to be considered before a game can be properly identified as a serious one. This essay will explain how a serious game is determined by its existing factors and elements, and which of them would be most vital in assuring a stable real-world simulation.
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Content

SERIOUS GAME

Game Design
Learning Cognition Pedagogy Perception Gender Affect Flow-Presence Psycholoy Persuasion Consumer Behaviour

3D, 2D Art Comics Programming Artificial Intelligence NPCs Avatars Design Level Design Storytelling Technical Writing Advergames World Building Simulation Fun

Theory
Figure 1: The General Spline of a Serious Game
1

Wikipedia, Serious Game, 11th May 2013, http://en.wikipedia.org/wiki/Serious_game (June 2nd 2013)

Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

Measuring the Impact


A serious game at full player-potential is when it creates user engagement, meaning that the user is in a state of flow. The state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it. 2 There are several components that determine the state of flow, of which almost all need to be implemented within a game for it to be serious:
A challenging activity that requires some sort of skill A merging of action and awareness Clear goals that are well-suited for the player Direct and immediate user feedback A moment of concentration on the task at hand Some sense of user-control A loss of self-consciousness An altered sense of time

These elements need to be realized in a serious game by designers, and if they are not well balanced, there will be a loss of user-interest and engagement, which means that the serious game itself loses its entire sense of being played as a tool to of learning and fun. As shown in the diagram below, a balance must exist between the game being challenging,
and the players ability to address and overcome it:

CHALLENGE

FLOW

ABILITIES
Figure 2: A Relation Diagram of the State of Flow
2

Antonio Ascolese, What Makes a Serious Game Engaging,2011, http://www.slideshare.net/antonioascolese/1-rev (June 2nd 2013)

Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

If the flow curve goes up in the challenge axis, it means that the level of challenge in the game is far too much. Hence it generates a very overwhelming and anxious experience. If the level of challenge becomes too low, players will easily become bored of the game, and will quickly lose interest in continue playing. When the level of difficulty is set to a balanced point, then the game will have the maximum rate of interest and engagement by the player. Although a serious game is defined by its interactive ability to apply a learning foundation in the game, it can also be fun to help induce the state of flow, which would help to increase engagement and immersion to an even higher level of extent.

Rules

Story

Goals

FLOW
Interaction Feedback

Challenge
Figure 3: Inducing the State of Flow

RULES make the game fair and exciting. They ensure that all players take similar or specific paths that are wanted in the game. They explain the player what is in and out of bounds, creating the social game world for him/her. GOALS contribute to create motivation. They should be compelling and adaptable, combined with an uncertainty by the player of whether these goals can be met, which encourages motivation. FEEDBACK is a very sensitive element that needs to be carefully balanced in a game; if there is too much or too little feedback, players will have a higher level of frustration, breaking the flow of his/her concentration.

Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

CHALLENGE is what gives players adrenaline and creative enforcement in their playing; it makes them become excited about playing the game. The level of difficulty can always be altered by the level of skill of the player, so to ensure a wide level of challenging objectives, an appropriate set of goals should be given. INTERACTION is the natural social aspects in a game. Of course it is always possible to play a game alone, but when you play with others it tends to be more fun. Conventional gaming nowadays always attempt to implement multi-player modes and functions, as it actually brings the border of social interaction closer. STORY is the key to explaining the motive and foundation behind creating the game in the first place. A well-presented and narrated story will drive players to engage in the problem scenario that the game is themed around in, which in this case of serious gaming, actually relates to real-world situations and settings.

Figure 4: A Good Engaging Serious Game is: Balanced Creative

Energy

And has: Energy Tension Character

A Good Engaging Serious Game

Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

Examples of Serious Games3

Amnesty: The Game A game that supports Amnesty International efforts to abolish the death penalty worldwide.

Darfur Is Dying An online game that stimulates life in a Darfur refugee camp.

FloodSim A flood prevention simulation and strategy game designed to inform the people of the UK about the dangers of flooding. Also, it helps to gather public opinion on the problem that flooding brings to the country.

Timeout A point and click computer game that revolves around the topic of diabetes.

SGU, Serious Game Types and Examples, Monday 28 , 2011, http://www.seriousgameuniversity.com/index.php?option=com_content&view=article&id=22&Itemid=149 nd June 2 2013

th

Ivan de Wolf New Media: Serious Games

Creative Technology June 2nd 2013

Conclusion: A Brief Personal Reflection


The course Serious Game has so far been an interesting topic for me; as I enjoy playing engaging games, but at the same time would be better off if the games I played provided a world-wide moral or story to consider, which is what a serious game is composed of. As I am personally intrigued by human interaction and what we can do as beings corresponding and interacting with machines and technology today, the study of gamification allows me to find an approach that is more fun and engaging, while at the same time, brings just the same amount of real-story to the table, if not even more. Serious gaming and gamification have important roles in the technology and social world today to try to enlighten and educate the mass about real-life problems and situations that may be in great need of considering.

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