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Serious Games reports and market data

480 documents·172 writers

Documents

Cover of Digital Games and Learning Mathematics: Student, Teacher and Parent Perspectives: Malaysia
Whitepaper14 pages

Digital Games and Learning Mathematics: Student, Teacher and Parent Perspectives: Malaysia

Digital game-based learning in Malaysian secondary mathematics education faces a significant implementation barrier rooted in a generational divide between students and their adult stakeholders.

  • A significant generational divide exists in Malaysian secondary mathematics education, where students are highly motivated by digital game-based learning while teachers and parents remain skeptical of its academic efficacy.
  • Adult stakeholders prioritize traditional, lecture-based, and interpersonal teaching methods, frequently dismissing digital gaming tools as distractions rather than legitimate educational assets.
  • The implementation of digital learning is hindered by a mutual lack of technical proficiency among educators and parents, leading to a persistent reliance on conventional, passive instruction.
International Journal of Serious GamesDec 2016
Cover of Simulation and Character Ownership in Secondary Dramatic Literature Education
Whitepaper5 pages

Simulation and Character Ownership in Secondary Dramatic Literature Education

This case study by Josh T. Jordan examines whether role-playing and simulation techniques can improve high school students' mastery of theme and dramatic structure in Arthur Miller's The Crucible.

  • The study tested three simulation techniques in a Texas high school junior American Literature unit on Arthur Miller's The Crucible: consistent character assignment with aloud reading, student choice of a character's next action, and substitution of students' names for character names during plot discussion.
  • Grades during the drama unit were measurably higher than in the teacher's other six-week units, and special education students scored within about five percentage points of general education students.
  • Students' average drama unit test score was only about 2 points below their yearly average, a pattern the author describes as unusual.
International Journal of Role-PlayingDec 2016
Cover of Scaffolding Role-Playing: An Analysis of Interactions with Non Role-players of All Ages
Whitepaper7 pages

Scaffolding Role-Playing: An Analysis of Interactions with Non Role-players of All Ages

This paper examines a series of scaffolded live action role-playing (larp) activities, specifically a form of educational larp called edu-larp, used within a STEAM summer program for indigenous youth in Seattle.

  • The study is a design-based research project on scaffolded edu-larp (educational live action role-play) within a STEAM summer program for indigenous youth in Seattle, aiming to deepen respectful, reciprocal relationships with lands, waters, and communities by taking up the perspectives of plants, animals, and other more-than-human actors.
  • Its core argument is that dominant Western divisions between nature and culture weaken both environmental and educational engagement, and that role-play can help dissolve those boundaries.
  • Analysis of video from a five-activity larp series (finale analyzed in depth) with 31 youth aged 4 to 16, plus staff and family members from the local urban native community, found that children took up multiple perspectives on local plant and animal systems and role-played their relationships with nuance.
International Journal of Role-PlayingDec 2016
Cover of Comparing Voluntary and Mandatory Gameplay
Whitepaper17 pages

Comparing Voluntary and Mandatory Gameplay

The integration of serious games into professional and academic curricula often rests on the assumption that voluntary participation is a prerequisite for engagement and learning success.

  • Mandatory gameplay requirements do not negatively impact user enjoyment or instructional effectiveness compared to voluntary participation models.
  • Requiring participation in serious games consistently increases the total duration of user interaction with the system.
  • While voluntary participants may report higher initial motivation, this does not result in statistically significant differences in final test performance.
International Journal of Serious GamesSep 2016
Cover of Steps to Design a Household Energy Game
Whitepaper16 pages

Steps to Design a Household Energy Game

The Powersaver Game project establishes a framework for utilizing user-centered design to influence household energy consumption through persuasive gameplay.

  • The Powersaver Game framework bridges the gap between virtual engagement and real-world energy reduction by integrating smart electricity meter data directly into gameplay mechanics.
  • Long-term conservation habits are most effectively fostered by linking game elements like personalized avatars, progressive difficulty, and social interaction to a user’s actual domestic energy environment.
  • An analysis of ten existing energy-focused games indicates that current industry offerings fail to sustain long-term user interest due to weak narrative structures and ineffective engagement loops.
International Journal of Serious GamesSep 2016
Cover of A Model-driven Framework for Educational Game Design
Whitepaper19 pages

A Model-driven Framework for Educational Game Design

The creation of educational games often suffers from fragmented communication, inconsistent terminology, and outdated documentation.

  • A model-driven, web-based framework has been developed to standardize educational game design by integrating principles from educational psychology, game design theory, and software engineering.
  • The framework utilizes a model-view-controller architecture to replace static design documents with a centralized, semi-automated repository that ensures data consistency across multidisciplinary teams.
  • By operationalizing the relationship between game mechanics and cognitive outcomes through linked objects, the system enforces a rigorous, data-driven methodology for aligning pedagogical goals with entertainment.
International Journal of Serious GamesSep 2016
Cover of Exploring the Prosociality Domains of Trust and Cooperation, through Single and Cooperative Digital Gameplay in Path of Trust
Whitepaper19 pages

Exploring the Prosociality Domains of Trust and Cooperation, through Single and Cooperative Digital Gameplay in Path of Trust

Path of Trust functions as an innovative educational intervention designed to cultivate prosocial skills, specifically trust and cooperation, among children aged 7 to 10.

  • Eighty-eight percent of children aged 7 to 10 demonstrated intended trusting behaviors after playing Path of Trust, confirming the game's effectiveness in teaching cooperation.
  • The game utilizes asymmetric roles, Fog of War mechanics, and mandatory role-switching to force a balance between individual incentives and collective success.
  • Participants consistently viewed game outcomes as shared achievements rather than individual wins, successfully shifting the focus from competitive gain to mutual reliability.
International Journal of Serious GamesSep 2016
Cover of Teacher Assessment of Simulation-based Serious Games for Science Education: South Korea
Whitepaper8 pages

Teacher Assessment of Simulation-based Serious Games for Science Education: South Korea

This analysis examines the development and teacher assessment of three simulation-based serious games designed for science education in South Korean elementary and middle schools.

  • Simulation-based serious games for science education, specifically covering Force and Motion, State Change of Water, and Earth and Moon, effectively address complex concepts through physically-based modeling.
  • Teachers rated the technology category highest at 2.97 out of 4, validating the successful implementation of complex simulations like particle-based fluid dynamics.
  • User interface design and screen organization are critical pain points, with both categories scoring below 2.5, indicating a need for more intuitive controls and clearer instructions.
International Journal of Serious GamesSep 2016
Cover of Development and Validation of a Questionnaire to Measure Perceptions of Freedom of Choice in Digital Games
Whitepaper17 pages

Development and Validation of a Questionnaire to Measure Perceptions of Freedom of Choice in Digital Games

The perception of autonomy in digital environments is defined by two core dimensions: exploratory freedom, which relates to the ability to navigate and interact with game worlds, and outcome freedom, which pertains to the influence players exert over narrative or mechanical results.

  • Player autonomy is defined by two distinct dimensions: exploratory freedom (navigation and interaction) and outcome freedom (influence over narrative or mechanical results).
  • A validated nine-item questionnaire provides a reliable method for measuring player perceptions of autonomy, demonstrating high internal consistency and construct validity.
  • Data from 290 primary school students indicates that players prioritize immersion, agency, and character control over the presence of win/loss states.
International Journal of Serious GamesJun 2016
Cover of On the Effectiveness of Gamified Risk Management Workshops: Evidence from German SMEs
Whitepaper16 pages

On the Effectiveness of Gamified Risk Management Workshops: Evidence from German SMEs

Gamified risk management workshops serve as a viable intervention to address systemic failures in small and medium-sized enterprises, specifically regarding employee motivation, knowledge gaps, and the prevalence of cognitive biases.

  • Gamified risk management workshops significantly improve the quality of risk-related discussions and decision-making by replacing abstract processes with structured, interactive frameworks.
  • The integration of game mechanics like points and leaderboards fosters employee autonomy and mastery, effectively addressing common issues of low motivation and knowledge gaps in SMEs.
  • Collaborative gamified environments mitigate individual cognitive biases by forcing teams to consider a broader range of threats and strategic responses.
International Journal of Serious GamesJun 2016
Cover of Using Digital Games to Learn Mathematics: What Students Think?
Whitepaper16 pages

Using Digital Games to Learn Mathematics: What Students Think?

Digital games offer a potential, albeit nuanced, pedagogical tool for mathematics education at the university foundation level.

  • A student’s pre-existing interest in mathematics is the primary determinant of success for game-based learning, rendering technology confidence and gaming habits insufficient drivers on their own.
  • Digital games are not a universal solution for disengaged learners but function most effectively as a supplementary tool for students who already possess a positive attitude toward mathematics.
  • While 78 percent of university foundation students identify as active gamers, their enthusiasm for integrating these games into formal mathematics curricula is only moderately positive.
International Journal of Serious GamesJun 2016
Cover of Development of an HIV Prevention Videogame Intervention: Lessons Learned
Whitepaper8 pages

Development of an HIV Prevention Videogame Intervention: Lessons Learned

The development of PlayForward: Elm City Stories establishes a rigorous framework for creating serious games aimed at adolescent HIV prevention.

  • Successful health-focused digital interventions require an iterative, theory-driven development process that prioritizes depth of engagement over the breadth of educational content.
  • The use of 'Game Playbooks' is essential for maintaining focus on specific behavioral targets and preventing superficial content delivery during the development cycle.
  • Integrating behavioral science with interactive entertainment creates a scalable model for health behavior change that bridges the gap between clinical theory and game design.
International Journal of Serious GamesJun 2016

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