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Determining The Impact of A Serious Game
Determining The Impact of A Serious Game
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)
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)
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.
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.
Energy
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
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