Classifying Serious Games: the G/P/S Model
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The Design, Play, and Experience Framework Brian M. Winn Games
The Design, Play, and Experience Framework Brian M. Winn Games for Entertainment and Learning (GEL) Lab Dept. of Telecommunication, Information Studies, and Media Michigan State University 253 Communication Arts & Sciences Building East Lansing, MI 48824 517-353-5497 (voice) 517-353-5498 (fax) [email protected] (email) The Design, Play, and Experience Framework ABSTRACT This chapter introduces a framework for the design of serious games for learning, called the Design, Play, and Experience framework. The author argues that the great potential of serious games will not be realized without a formal design approach. To that end, the author presents and thoroughly explains the Design, Play, and Experience framework which provides a formal approach to designing the learning, storytelling, gameplay, user experience, and technology components of a serious game. The author concludes by detailing how the framework provides a common language to discuss serious game design, a methodology to analyze a design, and a process to design a serious game for learning. INTRODUCTION The serious games movement asserts that the game medium can serve many functions, and a sole focus on entertainment significantly undersells its potential (Jenkins, 2006). Serious games have a purpose beyond entertainment, including (but not limited to) learning, health, advertising, and social change (Sawyer, 2002; Prensky, 2001). Some serious games are thought to provide stealth learning as players are focused not on learning but on playing (Shreve, 2005). Serious game design is a relatively new discipline. As such, there is a lack of a common language and a lack of standard practices for designing serious games. To date, serious game development teams have utilized a diverse mix of game design and instructional design methodologies to help realize their designs, but often without a unifying framework to bring these diverse perspectives together. -
Mobile Exergaming for Health—Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence
Höchsmann et al. Trials (2017) 18:103 DOI 10.1186/s13063-017-1853-3 STUDY PROTOCOL Open Access Mobile Exergaming for Health—Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus—study protocol for a randomized controlled trial Christoph Höchsmann1, Steffen P. Walz2, Juliane Schäfer1, Jussi Holopainen3, Henner Hanssen1 and Arno Schmidt-Trucksäss1* Abstract Background: Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management. In a randomized controlled trial we aim to examine whether our smartphone-based game application can lead to increases in daily PA in T2DM patients that are persistent in the mid to long term and whether these increases are greater than those in a control group. Methods: This study is designed as a randomized controlled trial. We plan to recruit a total of 42 T2DM patients [45-70 years, body mass index (BMI) ≥25 kg/m2, low daily PA, regular smartphone use]. The experimental intervention (duration 24 weeks) includes individualized multidimensional home-based exercise and daily PA promotion administered through MOBIGAME. The control intervention consists of a one-time standard lifestyle counseling including the promotion of baseline activities. -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Creating a Social Serious Game an Interdisciplinary Experience Among Computer Scientists and Artists from UNLP Faculties
ACHI 2014 : The Seventh International Conference on Advances in Computer-Human Interactions Creating a Social Serious Game An interdisciplinary experience among computer scientists and artists from UNLP Faculties Javier F. Díaz, Laura A. Fava, Luciano J. Nomdedeu Carlos Pinto, Yanina Hualde, Leo Bolzicco, Research Laboratory on New Information Technology - Vicente Bastos Mendes Da Silva LINTI- Multimedia Department Informatics Faculty, La Plata National University, Fine Arts Faculty, La Plata National University Buenos Aires, Argentina La Plata, Buenos Aires, Argentina [email protected], [email protected], [email protected], [email protected], [email protected] [email protected], [email protected] Abstract—This article describes the interdisciplinary work social behavior, increased social skills, and provide an carried out by teachers and students of the Faculties of Fine Arts attractive place to play, a significant space to transmit and and Informatics in La Plata city, to develop a serious game for acquire knowledge. social networks related with Argentine native peoples. The game In Argentina, there are nearly one thousand communities presented is a serious video game, innovative for social sciences, established in different parts of the country with a self- which promotes more effective learning processes than traditional methods, adding to social networks the ability to recognized native population which is 2.38% of the total transmit knowledge, besides favoring socialization, cooperation national population, -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Serious Games and Gamification, 2 Credits, Fall 2018 1 GEORGE MASON UNIVERSITY COLLEGE of EDUCATION and HUMAN DEVE
GEORGE MASON UNIVERSITY COLLEGE OF EDUCATION AND HUMAN DEVELOPMENT GRADUATE SCHOOL OF EDUCATION Instructional Design and Technology (IDT) Program EDIT 772 DL2: Serious Games and Gamification 2 credits, Fall 2018 October 15, 2018 through December 19, 2018; Asynchronous FACULTY Name: Dr. Karen Cooper Office hours: Day or evenings by appointment via phone, email, or web. Phone: 407-434-9020 Email: [email protected] PREREQUISITES/COREQUISITES None UNIVERSITY CATALOG COURSE DESCRIPTION Provides basic knowledge of available applications and platforms for creating contextually based learning environments such as immersive virtual worlds, simulated worlds, alternate reality games, and massive multiplayer online role-playing games for e-learning. COURSE OVERVIEW Welcome to Serious Games and Gamification. This course provides basic knowledge of the range of capabilities of gaming and gamification techniques. Students learn to cultivate and identify effective game design practices for creating instructional products. For our purposes, a Serious Game is defined to be a game designed for the purpose of solving a learning need. Although serious games can be entertaining, their main purpose is to train or educate. Gamification is the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to activity in a non-game environment. Throughout history people have taught, learned, entertained and communicated with games, and this has held constant across platforms. From board games to customized digital body-gear of today, games can convey information and transfer experience in a very engaging way, offering perspective, motivation, and a powerful autonomous learning experience. EDIT 772 DL2: Serious Games and Gamification, 2 credits, Fall 2018 1 Our focus will be the intersection of technology, gameplay and pedagogy. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy
International Conference on Virtual Rehabilitation 2011 Rehab Week Zurich, ETH Zurich Science City, Switzerland, June 27 - 29, 2011 The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy Julie Doyle, Daniel Kelly, Matt Patterson and Brian Caulfield, Member, IEEE AbstractPoor exercise technique and lack of adherence technology as input into therapeutic exergaming provides a during home exercise are implicated in preventing a full measure of objective feedback for both the therapist and the recovery to peak physical function during rehabilitation. It is patient. Making rehabilitation engaging or fun can increase a widely believed that therapeutic exergaming has the potential patient's motivation to adhere to their exercise programme at to solve these issues. However, the field is still young and there home and it is widely believed that a gaming environment is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct can provide this fun, motivating context [6], [7], [8]. technique. In this paper we present preliminary results from a In fact, much research into rehabilitation through study to examine the effects that visual feedback during technology stresses the importance of feedback to motivate exergaming has on a person's accuracy in performing a motor the rehabilitation process [5], [9]. There is much less task. Our study showed that interacting with a game discussion on the equally important topic of whether such incorporating simple visual feedback results in improved technology can ensure maintenance of correct technique accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video when exercising. -
Using Video Game Design to Motivate Students
Using Video Game Design to Motivate Students Michael A. Evans, Brett D. Jones, and Sehmuz Akalin Because video games are so popular with young people, (Reiber, 2005) can be particularly useful in fostering in- formal science learning. researchers have explored ways to use game play to en- To add to the knowledge base, we studied how stu- dents used level-based video game development in an gage students in school subjects (Peppler & Kafai, 2007; out-of-school time (OST) setting to learn science con- tent. Building on prior efforts (Evans & Biedler, 2012; Rockwell & Kee, 2011; Small, 2011). Motivating students Evans, Norton, Chang, Deater-Deckard, & Balci, 2013; Evans, Pruett, Chang, & Nino, 2014), we explored how in science is especially important because of declines the project incorporated the video game to support learn- ers’ science motivation. This work with a commercial both in the number of young people who choose science careers and in the number of adults who have a sufficient MICHAEL A. EVANS is an associate professor in the Department of Teacher Education and Learning Sciences at NC State University. He grasp of science to make thoughtful decisions (Bell, Lew- researches the effects of video games and other popular digital me- dia on youth learning and engagement, with a focus on academic enstein, Shouse, & Feder, 2009). relevance. BRETT D. JONES is a professor in the Educational Psychology pro- gram in the School of Education at Virginia Tech. He researches stu- To counter these trends, informal science educators have dent motivation and examines strategies teachers can use to design adopted video games and simulations as teaching tools instruction to support students’ motivation and learning. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. -
Ludology Vs. Narratology
ACTA UNIV. SAPIENTIAE, FILM AND MEDIA STUDIES, 9 (2014) 171–188 10.1515/ausfm-2015-0009 Intermediality between Games and Fiction: The “Ludology vs. Narratology” Debate in Computer Game Studies: A Response to Gonzalo Frasca Michalis Kokonis Aristotle University, Thessaloniki, Greece E-mail: [email protected] Abstract: In the last ten or fourteen years there has been a debate among the so called ludologists and narratologists in Computer Games Studies as to what is the best methodological approach for the academic study of electronic games. The aim of this paper is to propose a way out of the dilemma, suggesting that both ludology and narratology can be helpful methodologically. However, there is need for a wider theoretical perspective, that of semiotics, in which both approaches can be operative. The semiotic PERSPECTIVEPROPOSEDALLOWSRESEARCHINTHElELDTOFOCUSONTHESIMILARITIES between games and traditional narrative forms (since they share narrativity to a greater or lesser extent) as well as on their difference (they have different degrees of interaction); it will facilitate communication among theorists if we want to understand each other when talking about games and stories, and it will lead to a better understanding of the hybrid nature of the medium of game. In this sense the present paper aims to complement Gonzalo Frasca’s reconciliatory attempt made a few years back and expand on his proposal.1 Keywords: intermediality, ludology, narratology, semiotics, stories, computer games, gameplay, God-games. The rapid development of digital technologies and the widespread use of computers are signs of radical changes in life, especially in popular culture and entertainment. As a result of the spectacular growth of computer games in culture, a shift in entertainment patterns has been observed.