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Showing papers in "International Journal of Serious Games in 2017"


Journal ArticleDOI
TL;DR: The authors present the escapED programme, which was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education, to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents.
Abstract: Game-based learning (GBL) is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promote human centered interactions and play for learning, the authors present the escapED programme The escapED programme was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education escapED aids the design and creation of educational Escape Rooms and Interactive Gaming Experiences for staff and students in further/higher education settings The paper first presents a pilot study that was used to assess the feasibility and acceptance of University teaching staff of embedding interactive GBL into a higher education environment The authors then present the escapED theoretical framework that was used to create the prototype game for the pilot study as a tool to aid future design and development of on-site interactive experiences The paper also presents an external developer report of using the escapED framework to develop a prototype game for teaching research methods to Southampton University students Finally, the authors present a discussion on the use of the escapED framework so far and plans for future work and evaluation in order to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents

109 citations


Journal ArticleDOI
TL;DR: It is argued that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning, and new methods to measure flow and analyse the data need to be developed and studied.
Abstract: The entertaining elements implemented in a serious game are key factors in determining whether a player will be engaged in a play-learn process and able to achieve the desired learning outcomes. Thus, optimization of subjective playing experience is a crucial part of a game design process. Flow theory can be adopted for measuring user experience and analyzing the quality of serious game designs. In addition, flow seems to have a positive influence on performance enhancement, learning and engagement. The focus of this review is especially on examining the meaning of flow in the context of serious games as well as exploring the relationship between flow and learning, factors that influence occurrence of flow and how flow is operationalized. The review revealed that there are mainly conceptual considerations about flow in serious games, but no robust empirical evidence about the meaning of flow. This is in line with other studies. We argue that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning. Furthermore, new methods to measure flow and analyse the data need to be developed and studied.

78 citations


Journal ArticleDOI
TL;DR: There is not a single game engine that is better for every purpose and the extensive overview provided can help users choose the most suitable game engine for their needs.
Abstract: Game engines are tools that expedite the highly demanding process of developing games. Nowadays, the great interest of people from various fields on serious games has made even more demanding the usage of game engines, since people with limited coding skills are also involved in developing serious games. Literature in the field has studied game engines focusing on specific needs, such as 3D mobile game engines or open source 3D game engines. The motivation of this article and at the same time the advancement brought by it in the field, lies in the extension of an existing framework for the comparative analysis of several game engines that export games at least on Android and iOS mobile devices and cover a wide range of different user profiles and needs. In order to validate the results of this comparative analysis a shooter game was developed for Android devices based on official tutorials of the two game engines that came out to be more powerful, namely Unity and Unreal Engine 4. In conclusion, there is not a single game engine that is better for every purpose and the extensive overview provided can help users choose the most suitable game engine for their needs.

54 citations


Journal ArticleDOI
TL;DR: This work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences, and identifies three main benefits for Ingress players.
Abstract: The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokemon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.

37 citations


Journal ArticleDOI
TL;DR: Students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math, indicating that learning success in game- based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation.
Abstract: There is accumulating evidence that engagement with digital math games can improve students’ learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students’ acceptance of game-based learning (e.g., perceived usefulness of a game as a learning tool, perceived ease of use), as well as their intrinsic motivation for math (e.g., their math interest, self-efficacy) and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow). Results indicated that the game-based training was effective. Moreover, students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with game-based learning environments.

30 citations


Journal ArticleDOI
TL;DR: Three specific examples of the design of games and virtual worlds for people with ID/ASD are discussed and how they attempt to meet their needs are illustrated.
Abstract: Games and virtual worlds have many potential benefits for people with intellectual disabilities (ID) and autism spectrum disorder (ASD), in terms of training, education, and rehabilitation. However, because this population presents a wide range of specific needs and abilities, it can be difficult to design games which are engaging and present optimum levels of challenge to players. By including individuals with ID and ASD in the design phase we can help meet their specific needs and preferences by personalizing an intervention through the exploration of experimental techniques, methods and assistive technologies. By embracing the Responsible Research and Innovation approach, we bring science and society closer together to shape the world for future generations. A number of approaches for achieving such inclusion have been described, such as User Sensitive Inclusive Design, Universal Design, and Design for All. Here we discuss three specific examples of the design of games and virtual worlds for people with ID/ASD and illustrate how they attempt to meet their needs. Namely 1) a blended approach of computerised program and applied behaviour analysis for reading skills 2) immersive gameplay for employment and transferable skills training and 3) virtual reality training to enhance communication skills.

24 citations


Journal ArticleDOI
TL;DR: This paper provides a theoretical framework that serves to structure previous theoretical approaches on how digital games can be used to persuade players and explains the different types of persuasion that can be established through digital games, which contributes to better understand how serious games should be designed to respond to different types of serious goals.
Abstract: The academic study of persuasion through digital games started from a game-centric approach by trying to understand how persuasiveness can be structured within digital games. However, players' performances and the context in which games are played also have an important role in the process of persuasion. The role of these two factors has been the focus of attention in recent research on persuasive games through studies that try to find a balance between players’ preferences and needs and persuasive goals. The objective of this paper is to broaden the understanding of the potential of persuasive gaming practices by providing a theoretical framework that serves to structure previous theoretical approaches on how digital games can be used to persuade players. This theoretical framework serves to explain the different types of persuasion that can be established through digital games, which contributes to better understand how serious games should be designed to respond to different types of serious goals. The three types of persuasion proposed here are: exocentric persuasion, as a game-centric approach for persuasion; endocentric persuasion, as a player-centric approach for persuasion; and game-mediated persuasion, as a contextcentric approach for persuasion.

23 citations


Journal ArticleDOI
TL;DR: The goal in this paper is to argue serious games are an effective tool with demonstrated reliability and validity and should be part of a research program for those engaged in team research.
Abstract: Serious games are an attractive tool for education and training, but their utility is even broader. We argue serious games provide a unique opportunity for research as well, particularly in areas where multiple players (groups or teams) are involved. In our paper we provide background in several substantive areas. First, we outline major constructs and challenges found in team research. Secondly, we discuss serious games, providing an overview and description of their role in education, training, and research. Thirdly, we describe necessary characteristics for game engines utilized in team research, followed by a discussion of the value added by utilizing serious games. Our goal in this paper is to argue serious games are an effective tool with demonstrated reliability and validity and should be part of a research program for those engaged in team research. Both team researchers and those involved in serious game development can benefit from a mutual partnership which is research focused.

20 citations


Journal ArticleDOI
TL;DR: By comparing participants who were exposed to active and passive scenarios in VRET, it is shown that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants.
Abstract: Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias . This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants. We focus on eliciting social anxiety and creating the sense of presence as two parameters enhancing the efficacy of VRET scenarios.

16 citations


Journal ArticleDOI
TL;DR: This paper describes one such game, Green My Place, which was deployed in the context of the energy-efficiency promotion EU project SAVE ENERGY and argues that although observable effects might be limited, the format bonuses imply the value of serious social online games, given a large enough population.
Abstract: The pressing problems of climate change and energy insecurity can both, to a degree, be addressed by improving efficiency and conservation of energy use. A key driver of energy conservation is the consumer market, illustrating the important need to educate citizens towards adopting more sustainable practices. This form of education has several requirements: it must be cost-efficient, scalable, optional or non-intrusive, and self-motivating. We argue that one format that meets these requirements is serious social online games. We describe one such game, Green My Place, which was deployed in the context of the energy-efficiency promotion EU project SAVE ENERGY. We describe two studies evaluating the game, which showed limited positive effects. Analysing the results, we argue that although observable effects might be limited, the format bonuses such as low cost and scalability imply the value of serious social online games, given a large enough population.

13 citations


Journal ArticleDOI
TL;DR: It is concluded that the MFC has applications in gamified systems that seek to maximise engagement by iteratively evaluating implemented features against a set of evolving metrics.
Abstract: This paper presents the identification, design and implementation of a set of metrics of user engagement in a gamified eLearning application. The 'Metrics Feedback Cycle' (MFC) is introduced as a formal process prescribing the iterative evaluation and improvement of application-wide engagement, using data collected from metrics as input to improve related engagement features. This framework was showcased using a gamified eLearning application as a case study. In this paper, we designed a prototype and tested it with thirty-six (N=36) students to validate the effectiveness of the MFC. The analysis and interpretation of metrics data shows that the gamification features had a positive effect on user engagement, and helped identify areas in which this could be improved. We conclude that the MFC has applications in gamified systems that seek to maximise engagement by iteratively evaluating implemented features against a set of evolving metrics.

Journal ArticleDOI
TL;DR: Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other.
Abstract: Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures.

Journal ArticleDOI
TL;DR: Results of this study indicates that it is possible to follow the evolution of the patients during the rehabilitation process, with the majority of the learning effect occurred during the very first session.
Abstract: Thanks to the evolution of game controllers video games are becoming more and more popular in physical rehabilitation. The integration of serious games in rehabilitation has been tested for various pathologies. Parallel to this clinical research, a lot of studies have been done in order to validate the use of these game controllers for simple biomechanical evaluation. Currently, it is thus possible to record the motions performed by the patients during serious gaming exercises for later analysis. Therefore, data collected during the exercises could be used for monitoring the evolution of the patients during long term rehabilitation. Before using the parameters extracted from the games to assess patients’ evolution two important aspects must be verified: the reproducibility of measurement and a possible effect of learning of the task to be performed. Ten healthy adults played 9 sessions of specific games developed for rehabilitation over a 3-weeks period. Nineteen healthy children played 2 sessions to study the influence of age. Different parameters were extracted from the games: time, range of motion, reaching area. Results of this study indicates that it is possible to follow the evolution of the patients during the rehabilitation process. The majority of the learning effect occurred during the very first session. Therefore, in order to allow proper regular monitoring, the results of this first session should not be included in the follow-up of the patient.

Journal ArticleDOI
TL;DR: The research conducted provides some evidence that freeform gameplay is an important factor of positive gaming experience, and as such it should be optimized.
Abstract: This paper describes an experiment which aims to examine whether different versions of the same game, which differ only in terms of freedom of movement that incurs varying degrees of freeform gameplay, elicit different kinds of player experiences. Seventy one children aged 9 and 11 from a Greek primary school participated in a research experiment with these different game versions. Post-tests were used to measure the children’s opinion of these games and differences in the appeal of the versions were then attributed to the feature of freeform gameplay. The findings from the study demonstrated that the digital game that offers the greatest extent of freeform gameplay led to better gaming experience than the digital games with lower extent of freeform gameplay. The main contribution of the paper, therefore, is that the research conducted provides some evidence that freeform gameplay is an important factor of positive gaming experience, and as such it should be optimized. This can only be done by considering at the same time the cognitive capabilities and pre-existing skills and knowledge of users, in the sense that only a level of freeform gameplay harmonized with user capabilities can lead users to learn, which is the ultimate goal of serious games.

Journal ArticleDOI
TL;DR: A digital game-based Skiing activity for elderly people designed and developed and evaluated with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game.
Abstract: Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not senior-friendly. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.

Journal ArticleDOI
TL;DR: Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets, which can then be used for many applications like games, virtual reality (VR), or film.
Abstract: On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning) for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR), or film.

Journal ArticleDOI
TL;DR: A Hybrid-Streaming System that aimed at improving the graphic quality delivered by Cloud Gaming by utilizing the available rendering power from both the Cloud Server and client PC, and distributes rendering operations to both sides to achieve the desired improvement.
Abstract: The emerging Cloud Gaming Service provides a highly accessible video gaming experience. With Cloud Gaming, potential players without enough local resource can access high-quality gaming using low-spec devices. With advancing technology, we consider that if the processing power at low-spec devices can be well harvested, the quality delivered on Cloud Gaming can be further improved. Therefore, we propose a Hybrid-Streaming System that aimed at improving the graphic quality delivered by Cloud Gaming. By utilizing the available rendering power from both the Cloud Server and client PC, the system distributes rendering operations to both sides to achieve the desired improvement. Quantitative results show the proposed method improves graphics quality, as well as reducing the server’s workload while attaining acceptable network bandwidth consumption levels.

Journal ArticleDOI
TL;DR: The results show that findings in healthy individuals are not always transferable to patient populations having an impact on serious game and feedback design, and suggest indications and contraindications of immersive VR feedback designs in BCI applications.
Abstract: Neurofeedback (NF) is a Brain-Computer Interface (BCI) application, in which the brain activity is fed back to the user in real-time enabling voluntary brain control In this context, the significance of the feedback design is mainly unexplored Highly immersive feedback scenarios using virtual reality (VR) technique are available However, their effects on subjective user experience as well as on objective outcome measures remain open In the present article, we discuss the general pros and cons of using VR as feedback modality in BCI applications Furthermore, we report on the results of an empirical study, in which the effects of traditional two-dimensional and three-dimensional VR based feedback scenarios on NF training performance and user experience in healthy older individuals and neurologic patients were compared In conclusion, we suggest indications and contraindications of immersive VR feedback designs in BCI applications Our results show that findings in healthy individuals are not always transferable to patient populations having an impact on serious game and feedback design

Journal ArticleDOI
TL;DR: This article presents the EEE framework in detail and provides example analyses of three games, showcasing evidence that presumed adherence to EEE provides benefits in the classroom and offering suggestions for strategically incorporating elements of the framework in the development and design of future systems.
Abstract: The design of effective educational games has proven itself difficult for many years, leading to sparse and somewhat inconsistent insight into the principles governing such systems. While attempts at constructing frameworks for educational games certainly exist, their nature is often quite general (limiting the practical utility) or noticeably specific (limiting the scope of projects to which that framework might be applied). We present a design framework for a broad, but well-defined genre known as experiential games. We have named our framework the Experience, Experiment, Evaluate (EEE) framework and believe it to be an adequate lens under which to analyze such games. This article presents the EEE framework in detail and provides example analyses of three games (a U.S. Civil War history game, a medical diagnosis game, and The Legend of Zelda: Ocarina of Time). We present empirical results for two of these games showcasing evidence that presumed adherence to EEE provides benefits in the classroom. In particular, the medical diagnosis game, Rashi, is shown to elicit higher quantity and quality of student responses when features were added that more tightly bound the game to our framework. Additionally, we provide evidence that activities within our U.S. Civil War game, ‘A Nation Divided’, are more successful in providing learning gains to students when those activities more carefully apply the ideas within our framework. We do not present any empirical results regarding Ocarina of Time, but include it as an anecdotal example of how commercial games have applied these principles successfully in order to teach the mechanics of the game to players, and argue that this is, in many ways, an exercise in pedagogy. We end by offering suggestions for strategically incorporating elements of our framework in the development and design of future systems.

Journal ArticleDOI
TL;DR: Results showed that in the immersive versions of the game, players obtained higher scores than in the non-immersive version, suggesting that an immersive tool can better support performance in a SPT task.
Abstract: The present paper presents the results of an experiment aimed at assessing the impact of different levels of immersion on performance in a Spatial Perspective Taking (SPT) task. Since SPT is an embodied skill, the hypothesis was that the more immersive a tool is, the better the performance should be. Ninety-eight students from a local primary school have played with three different versions of a game: (i) completely immersive with a Head Mounted Display, (ii) semi immersive on a computer screen and (iii) non-immersive where no movements were possible for the player. Results showed that in the immersive versions of the game, players obtained higher scores than in the non-immersive version, suggesting that an immersive tool can better support performance in a SPT task.

Journal ArticleDOI
TL;DR: The architecture of the RAGE repository is presented, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development and aims to enhance the coherence and decisiveness of the applied game industry.
Abstract: This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.