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The paper argues that engagement, the training objective and the training context should be designed together. Decisions in one area can undermine the others.
This paper argues that serious games designed for training should be built around three interdependent foci: engagement, the training objective, and the surrounding training context. Rather than offering a prescriptive recipe, it proposes a pragmatic, balanced framework in which design decisions in one area are recognized as capable of undermining the others. A recurring theme is that features which heighten immersion, such as rich sensory stimuli or open-ended rules, can distract from learning goals if they are not carefully aligned with the intended outcomes.
Engagement is treated through motivational dimensions drawn from Garris and colleagues, including fantasy, rules and goals, sensory stimuli, challenge, mystery, and control. These elements can improve training outcomes when added to simulations, yet the paper cautions that engagement must remain coupled to the training objective. The training objective, in turn, shapes how rules and simplifications are chosen and whether a game type suits procedural or factual knowledge. Context completes the framework by considering intended users, available time and cost, and the instructor's role in the learning environment.
The Foreign Ground case study illustrates these principles through a squad-level patrol trainer for peace support operations, set in a realistic west African scenario. Its design features a dynamic, instructor-directed challenge structure and deliberately omits point-based scoring so as not to undermine the training objective. A central finding is that the in-game instructor "director" role makes outcomes highly dependent on facilitator competence, while structured debriefing lets instructors connect player experiences to training goals.
The authors contend that although their approach targets training and education, it can serve as a general framework for serious games design. Its conclusions are qualitative, grounded in the cited literature on experiential learning, game-based learning, and instructional design rather than in quantitative data.
Naavik · 2026