Professional Documents
Culture Documents
https://doi.org/10.1007/s10209-019-00689-4
LONG PAPER
Abstract
The use of serious games to help children with autism spectrum disorder (ASD) learn different skills has increased in the
recent past. Games, however, have not been exploited to enhance the vocabulary of these children. The serious game design
framework (SGDF) and its components provide support throughout the design process, but there are no existing SGDFs
that can be used to design serious games for these children to learn vocabulary skills. Therefore, in this research, a SGDF is
proposed to overcome the problem of designing serious games for children with ASD. The components of the framework
were identified after an extensive review of the literature on ASD and existing SGDFs. The input, process and output model
was used as an underlying structure of the framework, and the identified components were logically placed in each phase of
the model. The proposed framework was iteratively evaluated through expert reviews with academic experts and research-
ers working in the area of serious games, as well as game designers. The modified version of the framework was produced
based on the comments provided by experts. This modified version was then used in the applicability evaluation of the
framework with researchers and game designers. A proposed SGDF was produced based on the comments of experts. The
main findings from expert reviews show that the structure, components and details of the proposed framework have been
effectively refined. The use of the framework to produce serious game design and the prototype demonstrates its use in real
time. The evaluation of the prototype with autistic children shows the improvement in their vocabulary learning before and
after using the prototype.
Keywords Autism spectrum disorder (ASD) · Language comprehension skills · Vocabulary · Computer-based intervention
(CBI) · Serious game design · Prototype development · Virtual reality · Augmented reality
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learn, acquire, comprehend, retain, recall, use and expand children are learning by playing games. Therefore, a serious
their vocabulary’ [7]. Without good comprehension skills, game will not be the same as a typical game, the sole pur-
the participation of these children in various classroom and pose of which is to provide entertainment and fun.
other curricular activities, as well as communication with The use of serious games for children with autism in
peers in a classroom environment and chatting platforms, the form of therapy or education has increased since the
is hindered [8]. last decade. This is based on two recent reviews on serious
The importance of reading comprehension in children games for children with autism spectrum disorder (ASD;
with autism is highlighted in four review papers [1, 2, 9, 10] [15, 16]). The skills that have been targeted in the serious
that have been published in the recent past. It was found that games include social and communication skills, the concept
computer-based interventions (CBI) have been underutilised of money, visual motor coordination and first-aid learning,
in developing solutions for these children to learn vocabu- among others. From the analysis of the targeted skills, it was
lary. The research by Khowaja and Salim has highlighted found that the potential of serious games has not been tapped
various technologies that have been used for the intervention to help children with ASD learn vocabulary; this finding is
of other skills related to these children. They pointed out similar to that of [2]. Noor and colleagues shortlisted and
two significant areas: (1) a number of researches focus on reviewed thirteen studies between 2002 and 2011 (inclu-
the applications of serious games and (2) the use of serious sive), while forty studies were shortlisted and reviewed by
games for future research to facilitate the learning of vocabu- Zakari and colleagues between 2004 and 2014 (inclusive).
lary and improvement in reading comprehension. The results of most of the studies among these review papers
The concept of serious games was first used by the US show that serious games have improved learning among
military in 2002 for military training of their staff through these children. The literature review of serious games high-
game-based technology. It is apparent from the literature lighted that frameworks could be used to design or develop
review that there is no single accepted definition of serious a new serious game or evaluate any existing serious games.
games. From one perspective, the use of the word ‘serious’ Regardless of its purpose (design, develop or evaluate), a
means embedding some pedagogical element in the games framework consists of a structure, the components of which
[11]. From another perspective, ‘serious’ refers to the pur- are logically placed across the structure based on the rela-
pose of these games [12]. An important characteristic of tionships between components [17–19]. The framework and
serious games is to provide education of some skills and its components play a vital role as they highlight what needs
facilitate users to improve these skills. Sawyer [13] stressed to be incorporated in the game.
that learning through serious games is not as fun and enter- E-Games [20] has described five processes, as shown
taining as typical games. Kiili [14] emphasised that fun in Fig. 1, to develop a serious game: (1) concept develop-
should not be a primary factor in the design of a serious ment, (2) design, (3) implementation, (4) testing and (5)
game. This indicates that a balance between fun and educa- deployment. It can be seen that the implementation of a seri-
tion of some skill is necessary for a game. Therefore, edu- ous game and its testing highly depend on the design (as
cational theories need to be integrated into the design of highlighted in grey colour) of the serious game; this shows
serious games to provide an interactive, engaging, motiva- that design of the serious game is crucial. In the context of
tional, fun-based and meaningful learning experience, while designing for neurotypical children and children with special
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needs, Hayes et al. [21] state that ‘Children with special availability of the manpower necessary to support these chil-
needs are increasingly using computers for a variety of tasks dren in the learning. Bono and colleagues have developed an
and activities. However, designing for these children, even automated serious gaming platform known as Gaming Open
those who are neurotypical can be extremely challenging. Library for Intervention in Autism at Home (GOLIAH) to
Children develop and change mentally, emotionally, and support these children in the learning of two important skills:
physically at a rapid pace’. This is also logically true for imitation and joint attention (JA) at home as well as clinical
children with ASD, as each child must be considered differ- settings [35]. The platform includes eleven games of which
ent even if they are diagnosed with the same impairments. seven are related to imitation, while the remaining four are
The success of any serious game developed for children with related to JA. The main aim of the platform is to identify the
ASD lies in the design of the game. cognitive level of the children by allowing them to play games
Considering the importance of design in serious games, a with varying difficulty levels. Then, a series of games and their
dedicated search for serious games design frameworks was difficulty levels are planned by the therapist for each child indi-
carried out, which included the generalised and specialised vidually to practise both skills at home. The results at the end
frameworks. The components of the generalised frameworks of the three-month trial show the improvement in the children.
cater to the design of the serious game, irrespective of users Malinverni et al. [36] proposed an inclusive design
and their needs. Some examples of generalised SGDFs found approach to develop video games for autistic children. The
include those of [22–24]. The components of the special- approach overcomes two major weaknesses found in the
ised design frameworks take into consideration the users game design: the therapeutic objectives were not met; the
and their needs in addition to the basic design of the serious games were unable to properly engage the children in play-
game. The number of constructions of specialised SGDFs ing. This approach uses four phases to design video games;
has increased in the recent past. Examples of specialised clinicians’ expertise is used to elicit requirements in the first
frameworks include: avoiding phishing attacks [25]; educa- phase. The second phase uses children to identify their inter-
tion of music [26]; elderly users [27]; social networks [28]; est, motivation and preferences among other information. In
and online education [29]. These specialised frameworks the third phase, the game designer uses information from the
extracted from the Google Scholar database and after apply- previous two phases to define game mechanics and compo-
ing the forward searching technique on each of these articles nents required throughout the game. The last phase is the
show that they have been used to design games. All of these evaluation of the game with these children to determine its
researches reflect the importance and need for construct- suitability. The problem with this approach is that instead
ing specialised frameworks to serve specific purposes. The of providing components that could be used to guide the
search did not reveal any framework that could be specifi- designing of games, this approach solely relies on the game
cally used to design serious games to provide learning of designers to identify the necessary components required for
vocabulary to children with ASD; however, the search did designing games themselves, based on the information gath-
reveal some related materials described below. ered from the clinicians and children.
Park et al. [30] have developed a framework to design Since no known existing framework can be used to design
assistive technologies that can be used to teach emotions to games for autistic children, this research attempts to construct
these children. This framework only considers components a specialised framework to design serious games for them.
from the pedagogical perspective, which provide guidance The framework is constructed using an existing framework
on how emotions can be taught step by step to these children. as a base, and an alternate version of the existing structure is
The other main components are not considered, especially created. The components are enriched through an extensive
those from the perspective of autistic children and those that review of the literature from the following perspectives: (1)
facilitate the designing of a serious game in general. There- children with ASD, (2) children without an impairment, dis-
fore, this framework only meets the minimal requirements ability or a neurotypical person and (3) the game design itself.
for the design of games to learn vocabulary. The components associated with ASD have been enriched with
Whyte et al. [31] identified seven components for the the details related to learning of vocabulary among the autistic
design of serious games to keep students motivated in play- children; thus, the framework can then be utilised to design,
ing the game, as skills to be learned may be difficult and develop and evaluate serious games for this specific purpose.
may require a huge amount of time (weeks or months). The
components, gathered from two sources [32, 33], include
game story, goals, rewards and feedback, increasing levels of 2 Method
difficulty, individualised training and choice, as cited in [31].
Children with ASD require an intensive intervention pro- A conceptual or theoretical framework may be described
gramme to support them in the learning of skills associated as a visual or written narration of the main aspects to be
with the spectrum [34]. The intensive programme requires the studied in the form of key factors, variables and presumed
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relations among them [37]. There are four different ways in problems, for which they are provided intervention to self-
which a framework can be constructed: (1) experimental regulate themselves in day-to-day life [40]. Although the
knowledge; (2) existing theory and prior research; (3) pilot problems associated with the sensory processing are neither
and exploratory research; and (4) thought experiments [38]. universal nor specific to ASD, the prevalence of such abnor-
In this research, existing theory and prior research are used malities in these children is relatively high [41]. Therefore,
as a basis to construct a framework. perception of the modalities supported by the CBI and its use
There are three essential processes that need to be per- among these children may vary from one child to another.
formed to construct a framework (SGDF): (1) identify com- Thus, an approach of SLR was also followed to investigate
ponents to be incorporated in the framework; (2) identify an the use of modalities in CBIs for these children and the sup-
underlying structure that can be used as a basis to construct a port in the generalisation and maintenance of skills learned.
new framework; and (3) the logical placement of these com- An approach of narrative literature review (NLR) was fol-
ponents in the identified structure. The first two processes lowed for the review of remaining sources which are related
are the outcomes of the review of the literature, while the to ASD, common components used in the existing SGDFs
third process uses each component and its purpose from the for autism, children and game design, and game-based learn-
first phase and maps it on the identified structure from the ing attributes.
second process. Each of these processes is described in the Table 1 shows the components that have been identified
following subsections. from both types of reviews i.e. SLRs and NLRs. Column 1
shows the components. The purpose of each component is
2.1 Identification of components briefly described in column 2, while all the sources in which
each component is used are presented in the last column.
The literature sources that contributed to the framework Winn [23] described the heart of a serious game as shown in
are shown in Fig. 2: an arrow from one source (current) to Fig. 3, requiring consideration of components from three dif-
another source (next) shows how a review of the literature ferent perspectives, namely theory, content and game design.
has been expanded based on the gaps found in the current In the context of this research, there is a need to con-
source. The review of the literature started with a focus on sider components from the perspectives of ASD as well.
strategies used to teach vocabulary to children with ASD. This leads to the heart of serious game design for children
Irrespective of the contents to be taught to these children, it with ASD, as shown in Fig. 4, where these perspectives,
is important to identify the techniques that have been used namely theory, contents and game design, are the same as
to motivate and provide an effective learning environment the perspectives shown in Fig. 3, while the addition of the
for these children. A systematic literature review (SLR) was ASD perspective is new to this figure. The figure shows the
used to locate all the relevant studies to evaluate, interpret mapping of all the components from Table 1 to the four
and synthesise the information from the studies to answer perspectives. The following are brief descriptions of each
research questions [39]. This approach requires a searching perspective in the context of ASD:
strategy and certain inclusion and exclusion criteria, among
others, to locate and shortlist studies, which result in the in- • Theory represents all the relevant theories that can con-
depth review of the area being investigated. tribute to the design of the game for these children, be
Research on ASD has shown that children diagnosed they related to ASD, learning, or psychology of child or
with ASD often exhibit co-occurring sensory processing communication with a child, among others;
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Table 1 Components, their purpose in the framework and the sources used to gather their details
Component Purpose Sources
Autism behaviours and symptoms Intervention of behaviours American Psychiatric Association [43], Bos-
seler and Massaro [44], Center for Disease
Control and Prevention [CDC] [46], Charac-
teristics of autism [42], Johnson [45]
Instruction method Effective intervention National Autism Center [57]
Instructional strategies Motivation and focused learning Khowaja and Salim [2]
Modalities Alternate ways of interaction with system Basil and Reyes [79], Bosseler and Massaro
[44], Hetzroni and Shalem [80], Hetzroni and
Tannous [81], Massaro and Bosseler [82],
Moore and Calvert [83), Whalen et al. [84]
Desired capabilities Develop skills Yusoff [24]
Instructional contents Provide subject matter Garris and Ahlers [52], Yusoff [24]
Intended learning outcomes Define goals Garris and Ahlers [52], Yusoff [24]
Learning activity Engaging activities Yusoff [24]
Game genre Categorise activities Yusoff [24]
Game mechanics Rules and regulations Winn [23], Yusoff [24]
Game dynamics Emergent behaviour Winn [23] gaming websites
Game story Develop story Winn [23]
Storytelling Designers’ & player’s story Winn [23]
Narratives Written or spoken words of designers’ story Winn [23]
Non-player characters Artificial intelligence-based non-player characters Winn [23]
Game-based learning attributes Validate learning as done in classroom environment Garris and Ahlers [52], Yusoff [24]
Reflection Improve thinking Yusoff [24]
User profile User details Yusoff [24]
User achievements User performance Yusoff [24]
2.2 Identification of structure
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Input Contents for the intervention of behaviours Autism behaviours and symptoms, desired capabilities, instructional contents, intended
learning outcomes
Process Learning activities Instruction method, instructional strategies, modalities, reflection, learning activity, game
genre, game mechanics, game dynamics, game story, storytelling, narratives, non-player
characters, game-based learning attributes
Output Debrief and save user performance User profile and achievements
to measure the performance of the user may vary from one the components are synchronised with that of the IPO by
game to another. It may be in the form of a number of cor- Garris et al. [22]. Table 2 shows the logical placement of all
rect answers given by the user, time spent to provide answers the components in the phases of the IPO model. It can be
or another type of measurement. The structure of the IPO seen that input comprises four components, namely autism
model depicts the learning process used in a game in which behaviours and symptoms, desirable capabilities, instruc-
a user selects the content to learn as an input and then under- tional contents and intended learning outcomes. The process
goes the rigorous sub-process of learning by taking part in comprises thirteen components, namely instruction method,
various activities in which assessment is also conducted to instructional strategies, modalities, reflection, learning
evaluate the learning in the user; the result of the assessment activities, game genre, game mechanics, game dynamics,
determines the rate of achievement of the expected learning game story, storytelling, narratives, non-player characters
outcomes. and game-based learning attributes. The output contains two
Considering the wide applicability of IPO in the construc- components: user profile and achievements.
tion of the framework, and the design or development of
games, this structure has been used in the present research
to construct an alternative version of the existing SGDF. 3 Serious game design framework (SGDF)
2.3 Logical placement of components Figure 5 shows the serious game design framework (SGDF)
in the structure based on the identified IPO structure and the twenty compo-
nents logically placed into input, process and output of the
Each component identified in Sect. 2.1 needs to be logically structure using the information presented in Table 2. The
placed in the phases of the IPO model identified in Sect. 2.2. following subsections describe all the phases of IPO and the
This ensures that both the structure of the framework and components associated with it.
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3.1 Input part of playing the game [24]. These skills are based on the
cognitive, psychomotor and affective domains.
Input refers to the data process that identifies the behaviour Cognitive skills refer to the development of thinking abil-
related to the vocabulary in which children with ASD face ity in the players which they use to solve problems of vary-
difficulties, objectives that need to be achieved and accord- ing degrees, from easy to difficult, either as a part of learn-
ingly the appropriate contents for these children with ASD ing activities or evaluations following learning of content
to learn and improve the behaviour related. The following through the game [47]. The categories of cognitive skills
subsections describe the components of the input phase. have been drawn from Bloom’s taxonomy which includes
recall, understanding, application, analysis, synthesis and
3.1.1 Autism behaviours and symptoms evaluation.
Psychomotor skills are related to the development of
Each child with ASD exhibits a unique set of behaviours. motor skills, physical movements and coordination of body
Before the game design process begins, it is important to parts so that an affected child can manually perform all the
identify the behaviours that need to be targeted in the serious tasks [48]. The psychomotor skills have not been catego-
game. The identification of these behaviours will help in the rised by Bloom and his colleagues; however, there are other
selection and creation of appropriate instructional content researchers who have categorised the skills and created
and learning activities. Table 3 shows a list of behaviours their own psychomotor taxonomies. These include Simp-
specific to communication skills of ASD which have been son’s psychomotor domains [48], Harrow’s psychomotor
classified into language comprehension, verbal communi- domains [49] and Dave’s psychomotor domain [50]. The
cation, non-verbal communication and general behaviours. categorisations by Simpson and Harrow are useful for the
These behaviours have been compiled and consolidated from development of this skill from children to adults. Table 4
various sources [42–46] among others, rather than taking it shows how psychomotor skills have been categorised by dif-
from one school of thought. ferent researchers.
Affective skills are all about learning how to deal with
3.1.2 Desirable capabilities things emotionally, including feelings, values, appreciation,
enthusiasm, motivation and attitude [51]. The taxonomy cre-
Desirable capabilities refers to the development of one or ated by these authors for the affective domain includes five
more of three types of skills, namely cognitive, psychomotor categories, namely receiving, responding, valuing, organisa-
and affective skills that players of the game can develop as a tion and value complex.
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1. Content and grammar may be 1. Speech may be delayed, or there 1. No effort to use non-verbal 1. No response in normal teaching
delayed may be no speech at all communication methods
2. Rigid understanding of words 2. If verbal, might not know how 2. Use fewer gestures 2. Less likely to share experiences
3. Difficulty with the concept that to start, sustain or end conversa- 3. Difficulty in following direc- 3. Gives unrelated answers to
objects can have more than one tions tions questions
name 3. Frequently use echolalia 4. Appear not to hear at times
4. Difficulty in identifying nouns (repeating words of others) 5. Unable to point or wave
5. Reverse pronouns (e.g. says 4. Show unusual tone of voice 6. No accurate interpretation of
‘you’ instead of ‘I’) (e.g. monotone, robotic or high puns, sarcasm, idioms, etc.
6. Inappropriate use of verbs pitch) 7. Does not pretend in play
7. Inappropriate use of adjectives 5. No consistent response to name 8. Does not understand jokes,
8. Struggle to receptively or 6. Unable to express wants and sarcasm or teasing
expressively label places, people, needs
objects 7. Talks in a flat, robot-like or
9. Language may be slow to sing-song voice
develop 8. Less likely to make comments
or ask questions
9. Less likely to make bids for
social attention
Table 4 Categorisation of psychomotor skills by various researchers instructional contents to be learned by the players. This way,
Sources Categorisation
players know in advance what needs to be accomplished
and what to expect from the material to be learned within
Simpson [48] 1. Perception (awareness) a specific activity. According to the pedagogical guidelines
2. Set based on Gagne’s nine events of instruction [54], these
3. Guided response
4. Mechanism (basic proficiency) learning outcomes should be communicated to the user.
5. Complex overt response (expert) The outcomes are typically shown at the introduction of the
6. Adaptation serious game and are also available through the help menu
7. Origination of the game.
Harrow [49] 1. Reflex movement
2. Fundamental movements
3. Perceptual abilities 3.1.4 Instructional contents
4. Physical abilities (fitness)
5. Skilled movements Instructional content refers to the specific content or sub-
6. No discursive communication
ject matter that a player can learn through the serious game
Dave [50] 1. Imitation
[24, 52]. The categories of instructional content and specific
2. Manipulation
3. Precision contents supported by the game could be an exhaustive list.
4. Articulation According to Gilbert and Gale [55], there are four differ-
5. Naturalisation ent types in which content can be classified, namely facts,
concepts, procedures and principles. Each of these types is
briefly described below.
3.1.3 Intended learning outcomes Fact A statement that is true or real; it could also refer to
something that can be shown to be real or true. It consists of
The intended learning outcomes are the overall goals that a two specifics ‘A’ and ‘B’ so-called fact pair about something;
player has to achieve by playing a serious game [24, 52]. It these specifics could refer to a definition, a name or a num-
also refers to the abilities acquired by the players once they ber. For instance, one litre of milk weighs one kilogram or
have completed playing a serious game [53]. Each outcome Malaysia is a federation consisting of thirteen states (Negeri)
of a serious game is created based on the combination of and three federal territories (Wilayah Persekutuan).
the specific capability to be achieved in the user, as well as Concept A basic understanding of something that is nec-
specific instructional contents. Each learning activity to be essary to make sense out of it. This type of learning is typi-
incorporated in the serious games should have at least one cally based on values, ideas, symbols, events or things that
learning outcome that can be achieved by the child (player are associated with it. A concept has name ‘X’, a superordi-
of the serious game). These outcomes are decomposed into nate class ‘Y’ of which X is a member and a list of attributes
all the activities of the serious game based on the overall ‘An’ and values ‘Vn’ where ‘Vi’ corresponds to ‘Ai’. These
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attributes serve a purpose to classify or sort objects of differ- This process can be facilitated by providing information
ent types. The use of the phrase ‘is a’ distinguishes a concept to the players towards the end of each activity about: (1) the
from a fact. For instance, ‘an apple’ is a ‘fruit’ and list of current activity was undertaken; (2) their achievement in
attributes could be ‘colour’, ‘weight’ and ‘country of origin’, the activity; and (3) the objectives accomplished through
‘taste’ among others. the activity. This information could be useful for the player
Procedure Learning how to perform a sequence of step- as they may otherwise forget the actual objective behind the
by-step actions to accomplish a task. A procedure typically current activity. Garris et al. [22] have also recommended
has a name ‘X’ and it is used in some situation ‘S’ to achieve that a similar set of information be provided to the player.
goal ‘G’ using set of steps ‘E’ by using some tool ‘T’. For The set of information includes: (1) a description of the cur-
instance, to eat a pomegranate, a person first cuts its crown rent activity undertaken; (2) the purpose behind undertaking
with a sharp knife, then scores the pomegranate with cuts as the current activity; (3) all the errors made throughout the
if to break it into quarters and then soaks it in cold water as activity; and (4) suggestions on how to correct those errors.
this allow the seeds to be easily collected. While the pome- According to Seamon [56], Kolb’s problem-solving cycle
granate is under water, it is gently pulled apart into quarters. can also be used to support a player’s learning based on
Then, one runs fingers through each quarter slice to start the reflection. This cycle includes four steps that need to
separating the seeds. be incorporated into the learning activity: doing, reflecting,
Principles Propositions which contain a name ‘X’ are understanding and applying.
applied in a situation ‘S’ and involve the specification of
cause–effect relationships (CERs) between objects or events 3.2.2 Instruction method
‘E’.
Instruction methods for ASD are the evidence-based meth-
3.2 Process ods that have proved to be effective for some individuals
on the spectrum [57]. The NAC report states that there is
This refers to the process of using data from the input phase no universal method as such which has proved to be the
and developing all the necessary learning activities that most effective method for all the children on the spectrum.
meet one or more of the identified outcomes; all the compo- The use of instruction methods in the intervention for these
nents in the doughnut and the sub-components of modali- children highly depends on the skills targeted in the inter-
ties, game-based learning attributes and story contribute to vention. The skill targeted throughout this research is the
the learning activities. The key of the IPO model used in vocabulary of these children. Table 5 provides the advan-
this research resides in the process; a central hallmark of tages and disadvantages of five different instruction methods
the game is based on the design of activities that keep chil- that can be used to provide intervention of vocabulary in
dren motivated through the interactive medium of learning particular or language in general.
instructional content that can increase their interest level to
play the game over and over again. Each activity needs to 3.2.3 Instructional strategies
address one or more of the learning outcomes to ensure that
the child would be learning the same content and also facili- Strategies are the techniques which facilitate instructors to
tate the same capabilities as identified in the input phase. get the attention of children, stimulate their interest towards
The components that facilitate the design of learning activi- the learning of contents, keep them engaged in the learning
ties are described in the following subsections. process, develop their thinking skills and increase interac-
tion so that they remain focused on the learning [2]. The
3.2.1 Reflection instructor typically uses strategies to connect ideas associ-
ated with the instructional content to the real world; this
Serious games typically consist of a set of interrelated learn- provides an opportunity for these children to generalise the
ing activities where each activity builds on top of the previ- contents from one situation to another. Figure 6 provides a
ous activity in terms of the difficulty level of activity. Reflec- list of strategies that can be used for vocabulary instruction
tion is about giving an opportunity to the player to think and text comprehension instruction for these children.
about the reasons behind undertaking the current learning
activity [24]. This thinking process is based on all the learn- 3.2.4 Learning activities
ing activities the player has performed since he/she started
playing the game. This allows the player to understand and Learning activities are a set of activities designed to keep
identify the skills and approaches used to solve similar prob- players actively involved when they are playing serious
lems in the previous activities and identify approaches and games. The effective design of these activities ensures that
skills needed to solve problems in the current activity. players stay engaged and immersed without getting bored.
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Discrete trial training (DTT) 0–21 Useful for basic language skills, numbers, Prompt dependency
letters, colours, etc Need to reprogramme for spontaneous skill
Teacher controlled use
Little thought involved Does not build fluency
Easy to assess the data
Treatment and Education of Autistic and 0–18 Independence Social interaction and verbal communica-
related Communication Handicapped Predictability tion are not emphasised
Children (TEACCH) Routine Does not promote interaction with typical
Structure peers
Consistency
Incidental teaching 0–9 Can be done anytime, anywhere, by Depends on engagement
anyone Cannot control number of trials/data analy-
Does not require massive training sis issues
Workable in a developmental classroom Teacher must remain hypervigilant or cre-
setting ated opportunities
Short episodes Must create opportunities
Natural, activity-based
Spillover to play skills
Less protest/escape/aversive control
Encourages spontaneous skill use
Pivotal response training 3–9 Child initiates Labour intensive
Natural reinforcers Staff must be adequately trained in the
Increased motivation method
Deters inappropriate behaviour
Verbal response training Assessment of basic language and learn- Cost may be high to the school districts
ing skills (ABLLS) allows for tracking Labour intensive
of a child’s progress Requires small staff-to-pupil ratios
Useful verbal operators
May be used at school and in the home
Fig. 6 Strategies with the frequency of use for vocabulary instruction and text comprehension instruction of children with autism [2]
Another important aspect is to ensure that the learning mate- 3.2.5 Game genre
rial used is appropriate and challenging for players who are
seeking improvement in their competency slightly above The game genre is a term used to categorise games based
their current level of competency [58]. These activities make on the interaction between the players’ so-called game play
use of the material from the instructional contents through- rather than differences in visual or narratives [24]. It is
out the game. defined by a set of game play challenges. These genres range
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from action–adventure to a combination of action–adven- The resultant story is incorporated into a serious game. The
ture, role-playing, simulations, strategy and sports, among designers tend to describe the situation to others exactly the
others. way they perceived it (Rouse). The storytelling that users
experience while playing the serious game is based on the
3.2.6 Game mechanics designer’s version of the story, as well as all the interactions
and the selections made by a user throughout the serious
Game mechanics are a set of actions, behaviours and control game. The overall resultant experience becomes the player’s
mechanisms given to a player within the context of a game own version of the story, and it is unlikely that the stories
[23, 59, 60]. These mechanics are used to define a rule-based of two players would be the same. The use of designer’s
system for the game environment by specifically stating all story highly depends upon the game genre of the serious
the objects that would be available within the game environ- game, i.e. their story is strongly used in the adventure or
ment, how each object would behave and how the user can role-playing games, whereas in game genres like logic or
interact with them in the game world. board games, it is possible that the designer’s story is little
used or not used at all. However, each serious game does
3.2.7 Game dynamics include a player’s version of the story, which at the mini-
mum includes all the activities played and the challenges
Game dynamics refer to the change that occurs in the game performed throughout the game. It is at the discretion of
play when the game mechanics are activated within the envi- the game designer to decide which type of story should be
ronment of the serious game [23, 60]. This provides more experienced by the player.
fun, enjoyment and engagement for the player in the games.
Assume the user is playing a time-based game in which the 3.2.8.2 Narrative A narrative refers to one of the story
user needs to collect specific fruits falling from trees (placed events presented to the player within the game world [63].
at a different horizontal location with varying height) in the It consists of a non-interactive presentational material either
basket before they touch the ground. These fruits are mixed in the form of text only or a combination of text, audio and
with other fruits that act as distractors. The user is penal- animation shown to the user as a part of the narration. As
ised for catching one of the distractors. Both actual and dis- Adams describes, the purpose of a narrative is to present
tractor fruits fall at the same constant speed until 30 s are an event that the user cannot control or interact with. The
remaining, after which the game play changes; the speed is narrative is typically used to establish the setting of an envi-
increased by twice and the penalty factor is also doubled. ronment in which a player would provide initial motivation
towards the game, but often, it is not the main focus of game
3.2.8 Game story play. It is also shown when the user moves from one activity
or type of content to another, towards the end of the level
The overall story of the game consists of one or more of when the user has accomplished the goals or towards the end
the three components, i.e. storytelling, narratives and the of the game as well. The narrative allows designers to keep
characters involved in the game. These three components of players engaged in the game through the way a story is told
the game story are described in the following subsections. [61]. Although the players know the predefined outcome of
the game, they are kept engaged because of the unfolding of
3.2.8.1 Storytelling The use of games as a medium for sto- uncertain events and the way the story progresses.
rytelling has largely increased in the past decades [61]. This
has become possible because of improvements in the tech- 3.2.8.3 Non‑player characters (NPC) Aarseth [64] catego-
nology; the game designers are able to introduce characters rises characters into three kinds based on their depth/shal-
into the game environment. Sinclair states that ‘Games have lowness and malleability/potential in order for players to
done more work to pioneer best practices in interactive and control the characters. These categorised characters include
participatory storytelling than any medium since the ancient the following: (1) bots [65], also referred to as robots, and
theatre traditions’. sometimes interchangeably used with the term non-player
Storytelling in a serious game can take two different character (NPC); (2) shallow characters which are given
forms: (1) designer’s story and (2) player’s story [62] as names and have personal appearances in the game but with
cited in [23]. A designer’s story highly depends on the inte- limited personality; and (3) deep characters which are fully
gration of various aspects related to the serious game, i.e. controlled by the player.
the context in which a serious game is to be played, instruc- The player of real-time games, excluding strategy games,
tional content to be learned by the user, learning activities typically controls one or more characters within the game
to be created and how characters and narratives are syn- environment and plays against a set of characters either con-
chronised with each other and used in different activities. trolled by other players as typically happens in a multiplayer
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Attributes
1. Interaction (equipment) 1. Incremental learning 1. Scaffolding 1. Situated and authentic learning
2. Interaction (interpersonal) 2. Linearity 2. Learner control 2. Accommodating the learner’s style
3. Interaction (social) 3. Attention span 3. Progress 3. Intermittent feedback
4. Language or communication 4. Transfer of learnt skill 4. Adaptation 4. Assessment
5. Reward 5. Motivation 5. Location 5. Fantasy
6. Practice and drill 6. Surprise 6. Pieces or players
7. Feedback 7. Representation
8. Rules/goals 8. Sensory stimuli
9. Positive feelings 9. Safety
10. Conflict 10. Challenge
11. Mystery
12. Intensity
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Fig. 7 Potential modalities for the CBIs of language comprehension and decoding skills for children with ASD [72]
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incorporated into the framework, leading to an improved produced based on the comments provided by experts in the
version of the proposed framework. Two studies were con- second study.
ducted to evaluate the framework from the collective view- Tables 8, 9 and 10 present the goal, question, metric
point of two different types of experts, including research- (GQM) statements to perform the expert review studies,
ers working on serious games and game designers. First, an and applicability test.
expert review study was conducted; second, an applicability
test was conducted to assess the application of the frame-
work followed by a survey to gather feedback regarding the 6 Expert evaluation 1 with academic
applicability of the framework. The changes recommended experts
by the experts from the first study were incorporated to pro-
duce a modified version of the framework. This version of This section describes the recruitment process of the partici-
the framework was used in the second study as a part of its pants, the instruments used, the reviews procedures carried
applicability. The proposed version of the framework was out and lastly the analysis of results, leading to an improved
version of the proposed framework.
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To analyse the components used, their usefulness in the framework, relations between components, structure of the proposed
framework
In order to evaluate the framework to design serious game for the vocabulary acquisition of children with ASD
From the perspective of the academic experts working in the field of serious games
In the context of face-to-face discussion and survey-based questionnaire
Because these experts either design, use or evaluate such frameworks on a regular basis. Therefore, their expert opinion is used
to improve the proposed framework
Table 9 GQM statement to perform an expert evaluation with the game designers or researchers
Table 10 GQM statement to perform the applicability test with the game designers or researchers
To analyse the application of the serious game design framework to design serious game for the vocabulary acquisition of children
with ASD
In order to assess With respect to
Understandability
Learnability
Adaptability
Usability
Memory load
Expectations
Usefulness
Complexity
Development
Willingness
From the perspective of the game designers or researchers working in the field of serious games
In the context of survey-based questionnaire
Because the practical use of the framework to produce serious game design by the potential users can help to improve the
framework in terms of aspects assessed in the study
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Part A Heading: Importance, description and details of components, and their adequacy Closed-end questions and comments/suggestions
(missing, removing) of components used in the proposed framework
Details To get feedback on the importance of each component in the game, determine
whether the description is readable and the details in description are sufficient or
require more information to be added and whether there are components that need
to be removed from or added to the framework
Part B Heading: Structure of the framework Closed-end questions and comments/suggestions
Details To validate the logical division of components to the three phases corre-
sponding to input, process and output of IPO and the structure of the framework
Part C Heading: Relations between components Closed-end and open-ended questions
Details To ascertain whether the relations between components are logical or need
to be fixed and to determine the missing relations (if any) so that framework can be
improved accordingly
Part D Heading: Comprehensiveness of the framework Open-ended question
Details To get suggestions or recommendations for the improvement in the frame-
work
The first level in Fig. 9 shows the shorter name from the qualitative question. Altogether, this part contains 84 quan-
headings of four parts, i.e. part A to part D, mentioned in titative and 23 qualitative questions.
Table 12, while from the second level onwards the questions Part B comprises four sub-parts; input, process and output
and sub-questions in each part are shown. Each part contains are related to the phases of the framework, while IPO cor-
at least one qualitative question for an expert to provide their responds to the structure used in the framework. Altogether,
descriptive responses regarding questions asked in that part. this part contains 23 quantitative and 3 qualitative questions.
Part A contains the same set of questions (Q1, Q1a to Part C consists of 6 quantitative and 3 qualitative ques-
Q1c and Q2) for each component of the framework; the tions related to the relationships between components.
twenty-one components of the framework are represented Part D is related to the comprehensiveness of the frame-
through numbers from Co1, to Co21. The question number work and consists of just one qualitative question.
in the plain text indicates that it is a quantitative question,
while the bold and underlined question number represents a
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Each expert was independently invited via an email to take 6.4.1 Quantitative analysis of the frequencies of opinions
part in this review study. In the first invitational email, each
expert was briefed about the objective of the study and also The data provided by the experts in response to closed-end
to get their consent to be part of the study. The experts who questions were analysed using the frequency of responses
positively acknowledged the invitations were sent two files in relation to the 8 questions and their sub-questions (Q1,
through an email to perform the evaluation: the first file Q1A–Q1C, Q4A–Q4D, Q5A–Q5N, Q6A–Q6B, Q7, Q8, Q9,
included descriptions of the framework all the components, Q10A–Q10F) of Parts A, B and C as shown in Fig. 9. The
while the survey questionnaire was included in the second frequency for these questions and sub-questions was calcu-
file. An online Skype session was conducted with the par- lated as a cumulative sum of responses for ‘disagree’, ‘not
ticipants to brief them about the background of the study, its sure’ and ‘agree’.
objectives, an introduction to the SGDF and its components,
and answer any queries related to the framework or the sur- 6.4.2 Qualitative analysis of the descriptive response
vey questionnaire sent earlier. There were certain cases in
which it was not possible to hold a Skype session for reasons Seaman [74] presented several qualitative methods for data
such as tight schedule of an expert, restriction to use Skype collection and analysis. One of the methods explained by
in the premises of their university or time differences. In Seaman for the analysis of qualitative data is to identify
such cases, experts were asked to email details of any query categories that can help in the classification of descriptive
related to the framework or survey questionnaire. responses by the experts for further analysis. This technique
is also used in this review study for the analysis of responses
provided by the experts. Each response provided by the
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Fig. 10 Part A—cumulative
frequency of responses for the
components in the input phase
Fig. 11 Part A—cumulative frequency of responses for the components in the process phase
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Fig. 13 Cumulative frequency of responses for the placement of the components in different phases
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Table 13 Frequency of responses classified into five categories asso- 6.6 Changes in the initial version of the proposed
ciated with four parts framework
Agreement Disa- Concern Suggestion Total
gree- The analysis from the quantitative and qualitative responses
ment revealed three types of changes that need to be incorporated
Part A 7 2 19 31 59 into the framework to produce an improved version of the
Part B 1 2 8 1 12 proposed framework. These changes are about (1) details of
Part C 1 1 7 2 11 the components, (2) new components to be added and (3)
Part D 1 0 9 2 12 relationships among components.
Total 10 5 43 36 94
6.6.1 Details of the components
importance and usefulness of components, relationships The following changes have been incorporated into the
between components and the comprehensiveness of the components:
framework.
N = 5 (5%) of responses indicate the disagreement by the (1) An example of each type of learning outcome has been
experts regarding information asked in the question. Disa- added in the description of component ‘learning out-
greement is mainly about details in the description com- come’;
ponent ‘characters’, placement of components ‘user profile (2) A description of debriefing has been added;
and achievements’ in the output phase than the input phase (3) Examples of instructional contents related to vocabu-
and the lack of explanation about the relationships between lary have been added in the description of the compo-
components. nent;
N = 43 (46%) of the responses involve concerns raised (4) Autism behaviours: References have been added in the
by the experts, and half of these concerns highlight the fact description for further information on the behaviours
that some of the components need additional information in that can be used for the intervention. The name of the
the description to make it easy to read, understand and fol- component is renamed to ‘autism behaviours and symp-
low. For instance, a component named ‘autism behaviours’ toms’;
provides details about the components but does not indicate (5) Instruction method: References have been added in
which behaviours are supported by the framework and how the description for further information on the standard
each behaviour can be used in the design. methods for ASD that can be used for the intervention;
Similarly, N = 36 (38%) of the responses are in the form (6) Strategies: References have been added in the descrip-
of suggestions provided by the experts. These suggestions tion for further information on the strategies that can
are related to adding more detail, providing some examples be used in the serious game for the intervention;
and also adding references in the components, relationships (7) The name of component ‘game attribute’ has been
between components and a sample prototype developed renamed to ‘game-based learning attributes (GBLAs)’.
based on the proposed framework.
Table 14 shows the samples of the experts’ responses for 6.6.2 New component
agreement, disagreement, concern or suggestion.
A new component ‘context’ is added in the learning activity.
A description of this component is given below based on the
research by de Freitas and Jarvis [75].
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nents …
middle of the game. Lastly, the place is to determine whether
the location where the game would be used is suitable for
learning? Is it a quiet place for children to concentrate, play
and its instructors. I guess this is particularly
description seems rather limited at this stage
spectrum? Could this be made more specific
6.6.3 Relationships between components
tant for all game play activities
with the comment that no attention is paid to insufficient. For example, the relations of
makes sense because the descriptions are
User profile is usual input at the beginning
7.1 Participants and recruitment
Table 14 Sample responses from the experts
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Table 15 Experts’ demographic information useful, while details are sufficient and readable. This can
Id Gender Country Role Experience be seen through the green line or line with circle markers
for which the value of each marker is at least 4, which indi-
1 Male Australia Game designer 4 cates that more than 50% of the respondents selected ‘agree’.
2 Male Pakistan Game designer 2 These were the technical people who are going to be design-
3 Male Malaysia Game designer 5 ing the game, and according to them, all components are
4 Male Malaysia Game designer 4 very much needed in game design.
5 Male Canada Researcher 4
6 Male Malaysia Researcher 3 7.2.2 Descriptive responses provided by the researchers
7 Female United Arab Researcher 3 and game designers
Emirates
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• Specifications of the game components used in the design Q9. Do you think the information presented in your
of serious games. design document can provide insight into the game to the
members of the team?
The same pattern of common information is also used in Q10. Do you think the information presented in your
the template of the document that was sent to the experts; design document can be used to develop the game?
the template consists of two parts: Part A gives an overview Q11. Would you be willing to use the framework and
of the serious games to be designed for children with ASD design serious game for these children to learn vocabulary?
for learning vocabulary and Part B divides the specification
of the game components divided according to the phases of 8.2 Study protocol
the framework, i.e. input, process and output.
The experts were sent two instruments: (1) the framework
8.1.3 Applicability survey document and (2) the game design document. They were
asked to work on the game design document and send the
The questionnaire consists of ten different categories; each same once they have provided all the necessary details in the
category contains one or more questions. The first ten cat- document. Once the document was received, they were sent
egories are based on the quality model by ISO/IEC 25010— another email with one attachment of applicability survey
Systems and software engineering—Systems and software instrument and were asked to revert back with the completed
Quality Requirements and Evaluation (SQuaRE)—System survey. An email of appreciation was lastly sent for sparing
and software quality models ISO/IEC [76] and Purdue usa- their valuable time to be part of both studies (studies 2 and
bility testing questionnaire (PUTQ) by Lin et al. [77]. These 3) and providing feedback to improve the framework.
categories, their associated criteria and the question numbers
that fall in each category are presented in Table 16. 8.3 Results
The list of questions, indicated as ‘QS#’ in the above
table, are as follows: This section presents the results of the applicability test per-
Q1. Is the framework step-by-step understandable follow- formed with the experts.
ing phases and components which are part of it?
Q2. Is the framework easy to learn? 8.3.1 Game design documents
Q3. Is the framework easy to adapt and design serious
game? Each design document submitted by the experts was indi-
Q4. Is the framework easy to use? vidually analysed in terms of specifications of components
Q5. Is using framework require minimal memory load to provided by the experts; this can highlight the most com-
design serious game? monly used components and the least commonly used com-
Q6. Did the framework meet your expectation to produce ponents across the designs. Two experts were working at the
the design of the serious game? same place so they produced and submitted one design docu-
Q7. Is the framework useful to design serious game for ment together. Table 17 provides a summary of the specifi-
these children to learn vocabulary? cations for each component provided by the experts in the
Q8. Is the framework less complex to use? designs. The components are divided into two categories.
The components specific to ASD are categorised as ASD
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components, while the remaining components are catego- (2) Desirable capabilities By the end of the game, it is
rised as game components (GCs). The specifications of all expected that the child can identify the objects when
the components are presented in the third to eight columns. they listen to the names of objects and recall the same
ASD components objects over the period of time;
All the identified behaviours have been targeted in differ- (3) Intended learning outcomes The specific learning out-
ent designs by the experts though receptive and expressive comes to be achieved in these children by the end of
skills are the most commonly used. Two instructional meth- this game are: (1) identifying objects and (2) recalling
ods have been used, namely discrete trial training (DTT) objects over a period of time;
and incidental teaching, of which DTT has been used in (4) Instructional contents The extensive learning of content
almost all the designs. Different strategies have been used to be provided in the game includes fruits, birds, foods,
by the experts; however, multimedia instruction and explicit numbers and the alphabet.
instruction are the two most commonly used. The experts
have used basic modalities in the designs. Part B-2: Game components from the process phase:
Game components (GCs)
The experts used cognitive, psychomotor and affective (5) Reflection This informs the child about the purpose of
skills across the design documents. The learning outcomes undergoing any activity, rectifies errors made during
have been defined based on the instructional contents and activity and provides necessary suggestions to over-
learning outcomes. The context targeted by the experts come these problems in future;
includes both the classroom and also general, which includes (6) Instruction method The instruction method to be used
classroom, home or other settings. The game genres used in the game is discrete trial training (DTT);
across the designs were educational and simulation among (7) Instructional strategies The specific strategies of
others. The educational genre was most commonly used. explicit instruction and multimedia instruction used
Each game design consists of a number of game mechan- in the game are described in Table 18;
ics and game dynamics. Each design uses different GBLAs (8) Game genre This is an educational game which pro-
from each of learning and psychology theories. The design- vides an interactive learning environment for different
ers used various attributes in the user profile; one commonly types of vocabulary items;
used attribute among these designs is the real or nickname (9) Game mechanics and dynamics The game mechanics
of the child. The game story is used in three designs. Each and the game dynamics associated with this game are
story in these designs consists of one or more of the com- mentioned in Table 19;
ponents and is used to tell a part of the overall story to the (10) Storytelling The story is centred on a child who faces
user. The storytelling and narratives are individually used in difficulty in the identification of the object when the
one design each; they are the minimally used components name of the object is called;
across the designs. The characters are used in four designs; (11) Narrative no narratives;
among these designs, experts have used animated characters (12) Non-player characters (NPC) One helping character is
for the interaction and to provide support to the child, while provided in the game for the interaction with the child.
they are playing the game. The recording of information They can interact with the character to seek guidance
related to user achievements is described across the design when they are not sure what to do next. This character
and debriefing and also used in the games. also monitors the game activities and communicates
with the child accordingly; for instance, if it does not
8.3.1.1 Specifications of one game design document The recognise any activity (action performed through
details of a game design document produced by one designer mouse) in 10 s, then an auto-popup in the middle of
based on the proposed framework are described in the fol- screen will ask the child whether everything is alright
lowing. or whether they are stuck and looking for help;
Part B: Specification of game components according to (13) Game-based learning attributes A subset of game-
IPO format based learning attributes used in the game is presented
Part B-1: Game components from the input phase: in Table 20 along with their underlying theories;
(14) Game story The design contains one NPC to provide
(1) Autism behaviours and symptoms One common behav- support to the user throughout the game and using the
iour, i.e. ‘struggle to receptively identify objects’ user’s perspective of the storytelling;
among these children is targeted in the design of the (15) Modalities The modalities incorporated in the game
serious game; include text, images, animated character, animation
and sound.
13
13
ASD components Autism behaviours Receptive skills, con- Difficulty in identify- Receptive and expres- Receptive and expres- All behaviours Receptive and expres-
and symptoms tent and grammar is ing nouns, inappro- sive skill sive skill sive skill, difficulty
delayed, rigid under- priate use of verbs in identifying nouns,
standing of words reverse pronouns,
inappropriate use of
verbs
Instruction method DTT DTT DTT Incidental teaching DTT DTT
Instructional strate- Explicit, multimedia Multimedia Explicit, multimedia Explicit, multimedia Explicit, multimedia, Multimedia, associa-
gies capacity, association tion
Modalities Basic Basic Basic Basic Basic Basic
Game components Desirable capabilities Cognitive Cognitive, affective Affective Cognitive, psycho- Cognitive, psychomo- Cognitive, affective
(GCs) motor tor, affective
Intended learning ✓ ✓ ✓ ✓ ✓ ✓
outcomes
Instructional contents Animals, birds, fruits, Noun, verbs Numbers, alphabets, Quran Various contents* Noun, pronouns, verbs,
vegetables shapes, colours, people, vehicle, bath-
shapes and colours room items, kitchen
items
Context Classroom General Classroom Classroom, general General Classroom, general
Game genre Educational Educational Simulation Educational Multiple Educational
Game mechanics Multiple Multiple Multiple Multiple Multiple Multiple
Game dynamics Multiple Multiple Multiple Multiple Multiple Multiple
GBLAs (behaviour- FDK, PNP, RWD, PND, RWD, PFL FDK, RWD, IEP FDK, RNG, RNG RWD, IEQ, CNF, PND, RWD, PFL
ism) RNG LNC, PND
GBLAs (cognitivism) MTV INL, RNG, ATS, MTV, ATS MTV. INL, TLS INL, LNR, ATS, SCF, INL, RNG, ATS, MTV
MTV TLS
GBLAs (constructiv- PRG, ADP LCN, PRG SUR, SCF LCN, PRG, SCF LCN, LOC, SUR, LCN, PRG
ist) ADP, PRG
GBLAs (psychology) ASS, SAL CHL, FDK, ASS, IFD, CHL ALS, ASS, FDK, ASS, CHL, ALS, CHL, FDK, ASS, SAL
SAL CHL REP, PNP, FAN,
MYS
Game story ✓ ✓ ✓
Storytelling ✓
Narratives ✓
Non-player characters ✓ ✓ ✓ ✓
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tion (interpersonal), ISC interaction (social), LNC: language/communication, LOC location, MYS mystery, PNP pieces or players, PRG progress, SUR surprise, REP representation, RNG rules/
INL incremental learning, LNR linearity, ATS attention span, SCF scaffolding, TLS transfer of learnt skills, LCN learner control, PND practice and drill, FDK feedback, RWD rewards, SAL situ-
ated and authentic learning, ALS accommodating to the learner’s styles, ADP adaptation, ASS assessment, CHL challenge, CNF conflict, FAN fantasy, IEQ interaction (equipment), IIN interac-
Name, gender, date of
User profile and achievements: Each user profile includes
name, gender, email address, date of birth and all the
birth, image achievements made in the game.
Design 6
8.4 Applicability survey
✓
✓
Debriefing
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Table 18 Specific strategies
Explicit instruction Multimedia instruction
Students are given a definition or other attributes associated with word Children are taught vocabulary by going beyond text and use other
to be learned media, for instance, still and animated images, sound and animated
Repeated and multiple exposures of words lead to gain in vocabulary characters, among others
Pictures, stimulus materials or instructional examples used in teacher- Children who cannot read yet will associate printed words with spoken
directed instruction are used in the game. words; Furthermore, autistic children sometimes have difficulty
Pictures, stimulus materials or instructional examples found in the age- processing spoken words, especially those from TVs, and children
appropriate general education classroom are used in the game who can read may benefit from being able to see the words as well as
hear them
Instructions are provided in the form of written words, pictures where
needed and the verbal instructions are also simultaneously played to
help them in understanding; these instructions are provided in small
steps
serious game prototype is discussed in other research papers invited to take part in the evaluation. Five participants with
[18, 19, 78] though the gist of the evaluation is provided difficulties in learning different categories of vocabulary
here. The effectiveness of the prototype was examined using were recruited through the help of the teacher nominated
experimental evaluation based on the single-subject research by the principal of the centre. Parental consent was sought
design (SSRD), the aim of which is to measure the improve- in writing before the recruited participants were involved
ment in the receptive identification of vocabulary items in the evaluation of the serious game prototype. The paren-
among autistic children over the period of time, i.e. before tal consent was prepared in consultation with the princi-
and after using the prototype. The CADS Enhancement pal and sent to each parent with the recruited participant
Centre which is located in Kuala Lumpur, Malaysia, was and also received from them. The parents of each recruited
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Table 21 Components of serious game design framework proposed in evaluation of the prototype, one category of vocabulary, i.e.
this research birds, was identified with the help of a teacher working with
S# Component S# Component these children. The category was identified keeping a view in
mind that the recruited participants have very minimal or no
1 Autism behaviours and symptoms 11 Game dynamics knowledge of the birds. A common problem in most of the
2 Desirable capabilities 12 Game genre serious games is the availability of limited activities; there
3 Intended learning outcomes 13 Reflection
is no option for the teachers, parents or caregivers to create
4 Instructional contents 14 Game story
customised activities for their students or children based on
5 Learning activities 15 Non-player characters
their needs. To overcome this problem, the prototype pro-
6 Game-based learning attributes 16 Narratives
vides a facility for the teachers working with children with
7 Modalities 17 Story
ASD, parents and caregivers to use their imagination and
8 Instruction method 18 Debriefing
create a customised activity by specifying values of the fol-
9 Instructional strategies 19 User achievements
lowing parameters as shown in Fig. 22:
10 Game mechanics 20 User profile
(1) Contents to be tested;
(2) Distractors to be shown;
participant selected an option to allow their child to take (3) Duration of an activity in the form of minutes and
part in the evaluation and signed the consent form. The pro- seconds;
totype currently supports learning of a total of 209 vocabu- (4) Activity type in the form of easy, medium and hard;
lary items which are divided into eleven categories including (5) Number of test items;
fruits, vegetables, animals, birds, shapes, colours, colours (6) Number of distractor items;
and shapes, people, vehicles, numbers and alphabets. For the
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(7) Number of items to be shown including test and dis- results show that the percentage of correct responses across
tractor items; the participants increased from 54% in the baseline to 93%
(8) Background image and transparency level of the in the intervention and 94% during the maintenance at the
image; end of weeks 1 and 2 following the withdrawal of inter-
(9) Moveable objects to be incorporated into an activity; vention. Similarly, the number of attempts made across the
(10) Background music. participants lowered from 1.2 in the baseline to 1.1 in the
intervention and remained the same during the maintenance
Once the values of the above-mentioned parameters have at the end of weeks 1 and 2 following the withdrawal of
been specified, they can save it as a new activity. The typi- intervention. This shows that the serious game prototype
cal options, like loading, updating and deleting an existing was effective for the learning of birds and can be used for
activity, are also supported by the prototype. The ‘start activ- the learning of other categories of vocabulary by children
ity’ operation will create an environment by loading all the with ASD.
parameters and start an activity for an individual (child with
ASD) to play.
The receptive learning of vocabulary among these 10 Conclusion
children was measured in terms of the number of correct
responses given by the participants and the number of To the best of our knowledge, there exist no specialised
attempts made to identify each correct response. The meas- frameworks that can be employed to design serious games
urement was performed during baseline, i.e. before they used to help autistic children in the learning of vocabulary, nor
the prototype for learning, during the intervention, i.e. while any generalised framework that can be adapted to serve that
they were using the prototype for learning, and during main- purpose. So far, the research of designing serious games
tenance, i.e. after they had used the prototype. An overall for autistic children has addressed inclusive design using
comparison of learning outcomes for the participants was experts, children and game designers to develop games [36],
made, from the baseline, intervention and maintenance. The components to keep the children motivated in playing the
summary of tasks performed in each session for the evalua- game [31] and closed-loop therapeutic intervention systems
tion is presented in Table 22. [34, 35]. However, certain elements seem to be missing from
The percentage of correct responses and the number of the research, such as components that can constitute seri-
attempts made for all five participants during baseline, inter- ous games and the structure to support the design of games
vention and the maintenance are shown in Table 23. The for autistic children. To address this shortcoming, a serious
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game design framework (SGDF) was presented in this paper components used in the framework (who work with these
to develop serious games that can help autistic children learn components in real life). Hence, the structure, components
various vocabularies. The components of the framework are and their details of the proposed framework have been effec-
based on three perspectives, i.e. children with ASD, typi- tively refined.
cal children and game design in general. The components The refined framework proceeded with the applicability
related to ASD include necessary components to support test and six design documents were produced by the experts.
children with ASD in terms of learning vocabulary. An Each document contains specifications of game components.
existing IPO-based structure was used in the research pre- The analysis of the components used in their design docu-
sented; the structure was modified by incorporating all the ments demonstrated the following:
components found so that the original structure is tailored
to meet the needs of children with ASD. (1) Experts used most of the components which shows that
The SGDF proposed was first evaluated through expert the framework and its components are easy to under-
reviews by the academic experts (who evaluate/use/design stand and can be used to fulfil design needs, i.e. a seri-
such frameworks on a regular basis) focusing on the com- ous game for these children to learn vocabulary. There
ponents used, relationships among the components and were variations in the specifications of game compo-
structure of the proposed framework. The revised version nents among the designers. These variations reflect the
of the framework was then further evaluated through expert designers’ most valuable assets which are imagination
reviews by the game designers and researchers working in and creativity. Due to the adequacy of the components
the area of serious games focusing on their feedback on the
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provided by the framework, such creativity is supported identification of all the behaviours related to the skills to be
and not constrained; targeted in the design of the serious game. It also requires
(2) The specifications of game components in the design identification of all the evidence-based instruction methods
documents were structured according to the IPO, i.e. that have proved to be effective to provide an intervention to
input, process and output. The underlying structure of these children for the targeted skills.
the proposed framework will aid in organising specifi- The researchers can also investigate to what extent the
cations which are both feasible and easy to follow. components from the proposed SGDF are used in the seri-
ous games for children with ASD. This would allow the
The applicability survey conducted following their hands- researchers to identify the missing components in the pro-
on experience with framework positively reaffirms its practi- posed SGDF and adapt the proposed framework by incorpo-
cal use. The experts expressed their willingness to use the rating the missing components to fulfil their needs.
framework.
Future research can be carried out in terms of the pro- 10.2 Development of new prototypes
posed SGDF as well as using it as a basis to develop the
prototypes. Future research directions are briefly discussed Possibilities for future research towards the development of
in the following subsections. new prototypes for children with ASD to learn difficult skills
may include:
10.1 Evaluation of SGDF
(1) Targeting multiple behaviours in the design which
In terms of the research on the proposed framework, the would allow an individual child with ASD to learn,
components incorporated from the ASD perspective were practise, improve and overcome their difficulties in one
based on the review of the literature on the vocabulary learn- or more behaviours targeted in the prototype. The range
ing of children with ASD and the existing SGDFs for chil- of children which may be catered is highly dependent
dren with ASD. Although the components from the vocabu- on the behaviours targeted in its design;
lary learning seem specific, they can be considered generic (2) Considering a number of different categories of the
as the researchers can identify specific behaviours associated vocabulary items or the vocabulary items not supported
with the learning of one or more skills related to children by the prototype discussed in this research;
with ASD to be targeted and the suitable instruction methods (3) Investigating the impact of new modalities towards the
that seem appropriate to teach the targeted skills in the seri- learning, generalisation and maintenance of the instruc-
ous game. However, the details of these components need tional content;
to be enriched so that they can be utilised for the develop- (4) Developing virtual reality (VR)-, augmented reality
ment of games for various other skills or evaluate existing (AR)- and mixed reality (MR)-based environments,
serious games to identify the missing components so that where children with ASD can be exposed to real-world
serious games can be improved. The details may include scenarios to support the generalisation of their learning.
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Appendix
Appendix A
Note: The name and description of each component below are before the expert evaluation
of the framework was carried out. The name, description or both of the components were
modified based on the experts’ feedback. Therefore, it is recommended you to have a look
at the manuscript for the names and descriptions of components in the framework.
Qualification: ____________________________________________________________
Designation: ____________________________________________________________
University/institution/company: ____________________________________________________________
Country: ____________________________________________________________
Part B – importance, description and details of components, and their adequacy (missing,
removing) of components used in the proposed framework
The purpose of this section is to get feedback on the importance of each component in the game,
determine if the description is readable and the details in the description are sufficient or require
more information to be added and if there are components that need to be removed from or
added to the framework.
Component #: Capability
Description: Capability refers to the cognitive, psychomotor, and possibly affective skills which the learner is
to develop as a result of playing the game. Cognitive skills include the capabilities of recall, analysis,
synthesis, and evaluation. Psychomotor skills include the capabilities of well-timed, fluid execution.
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Affective skills include the capabilities of identifying, adopting, and valuing appropriate attitudes and points
of view.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
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Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
Component #: Reflection
Description: Reflection is where the learner thinks about the purpose of the learning activities that have been
undertaken, and decides the strategy to apply during the next activity.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
Component #: Strategies
Description: The strategies are used to support instruction methods for ASD. They are the techniques which
facilitate instructors to get the attention of children, stimulate their interest towards the learning of contents,
keep them engaged in the learning process, develop their thinking skills and increase interaction so that they
remain focused on the learning. The strategies can also be used to connect idea to the real-world which can
provide opportunity to these children to generalize the contents are one situation to another.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
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Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
Component #: Storytelling
Description: There are two perspectives on storytelling in games, the designer’s story and the player’s story
(Rouse, 2004, pp. 216-218). The designer’s story is the storytelling that is designed into the game. The
designer’s story can be used to set the stage, provide purpose and engagement, and convey content, among
other things. The setting, character design, and narrative are the designers primary design tools.
The storytelling that occurs during play combines the designer’s story with the interactions and choices the
player makes. The resulting experience crafts the player’s story. Some games have stronger designer stories,
such as adventure and role-playing games, while others have little to no designer story, such as classic arcade
games like Pacman and puzzle games like Tetris. However, all games have a player’s story, which at the
very least reflects the story of the gameplay challenges encountered by the player and how the player
addressed them. When approaching a design, the designer must first decide on what type of stories he or she
wants the player to be able to experience and design the setting, character design, and narrative to achieve
this.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
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Component #: Narrative
Description: A narrative (or story) is any report of connected events, presented in a sequence of written or
spoken words, and/or in a sequence of moving pictures. Narrative is typically used to establish the setting
and initial motivation of the game, but often it is not the main focus of gameplay. Narratives often serve as a
means to explore the future. As Edward Branigan (2006) has mentioned: one of the purposes of seeing and
perceiving narratively is to weigh how certain effects that are desired may be achieved, how desire is linked
to possibilities for being, how events may proceed. In this way, perceiving narratively operates to draw the
future into desires expressed in the present as well as demonstrates how the present was caused by the past
and how the present may have effects in the future (p.32).
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
Component #: Characters
Description: These characters are a non-player characters (NPC) sometimes known as a non-person
characters or non-playable characters which are controlled by the computer through artificial intelligence
(AI) than controlled by the player in game.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
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Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
Component #: Modalities
Description: Nigay and Coutaz (1993) have defined modality as “...the type of communication channel used
to convey or acquire information. It also covers the way an idea is expressed or perceived, or the manner an
action is performed”. Games that make use of just one modality are known as unimodal, whereas, games in
which two modalities are used are known as bimodal. Finally, games that integrate more than two modalities
are known as multimodal games. The combination of two or more modalities for input is known as
multimodal fusion. Likewise, the partitioning of information into two or more communication modalities is
also known as multimodal fission. Examples of input modalities include speech, gestures, gait, facial
expression among others, whereas, text, graphics, animation, video model, virtual character, and force
feedback are few examples of output modalities.
Q1 Is this component important in the design of the game? [ ] Disagree [ ] Not sure [ ] Agree
Note:
If you ‘agree’, proceed from Q1a through Q1c and Q2
If you ‘disagree’ or ‘not sure’, proceed to Q2
A Does the name of component clearly state its use in the [ ] Disagree [ ] Not sure [ ] Agree
design of the game?
B Is the description of component readable? [ ] Disagree [ ] Not sure [ ] Agree
C Are the details provided in the description sufficient? [ ] Disagree [ ] Not sure [ ] Agree
Q2 Remarks (if any): this will help us to improve a specific aspect of component for which the answer is
either ‘disagree’ or ‘not sure’.
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Q3b. How adding components mentioned in response to the above question (Q3a) will help in
the design of the game?
The purpose of this section is to validate the logical division of components to the three phases
corresponding to input, process and output of IPO and the structure of the framework.
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The purpose of this section is to ascertain whether the relations between components are logical
or it needs to be fixed and to determine the missing relations (if any) so that framework can be
improved accordingly.
10 Are the following relations between components (connected to each other through an arrow) logical?
11a Are there any relations (other than relations mentioned in Q10) among the components which you
think are missing?
11b How adding the new relations mentioned in the response of the above question (Q11a) will improve
the overall structure of the framework?
The purpose of this section is to get your suggestions or recommendations for the improvement
of the framework.
Q12. Do you have any other suggestions/recommendations for the improvement of the
framework?
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