Serious Games Evaluation: Processes, Models, and Concepts

被引:14
|
作者
Emmerich, Katharina [1 ]
Bockholt, Mareike [2 ]
机构
[1] Univ Duisburg Essen, Entertainment Comp Grp, Forsthausweg 2, D-47057 Duisburg, Germany
[2] Univ Kaiserslautern, Graph Theory & Complex Network Anal Grp, Gottlieb Daimler Str 48, D-67663 Kaiserslautern, Germany
来源
关键词
COMPUTER GAMES; REALITY; METAANALYSIS; EDUCATION; OUTCOMES; THERAPY; HEALTH; PAIN;
D O I
10.1007/978-3-319-46152-6_11
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
Serious games are developed with the goal of having a certain impact on players which goes beyond mere entertainment. This purpose-driven design is immanent to serious games and can be stated as the key characteristic that distinguishes serious games from other digital games. Hence, verifying that a serious game has the intended effect on the players needs to be an essential part in the development process. This and the following chapters are therefore dedicated to give a guidance how evaluation procedures can be planned and realized. The main focus is on aspects which are particularly distinctive to the evaluation of serious games, while methods and principles related to the evaluation of digital games in general will not be covered in detail. The structure of this chapter is as follows: After emphasizing the specific importance of evaluation for serious games, we describe a set of challenges which might occur in this context. In order to enable the reader to face these challenges, we present a framework of evaluation-driven design which offers guidance in the evaluation process. Other models which address different challenges are described before three examples of commendably evaluated serious games are discussed. These examples are intended to demonstrate how the presented abstract models can be applied in concrete evaluation procedures.
引用
收藏
页码:265 / 283
页数:19
相关论文
共 50 条
  • [41] The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy
    de la Torre, Rocio
    Onggo, Bhakti S.
    Corlu, Canan G.
    Nogal, Maria
    Juan, Angel A.
    ENERGIES, 2021, 14 (04)
  • [42] Serious games
    Barnes, Tiffany
    Encarnação, L. Miguel
    Shaw, Christopher D.
    IEEE Computer Graphics and Applications, 2009, 29 (02): : 18 - 19
  • [43] Serious games
    Barnes, Tiffany
    Encarncao, L. Miguel
    Shaw, Chris
    IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2008, 28 (02) : 22 - 22
  • [44] Serious games
    LoPiccolo, P
    COMPUTER GRAPHICS WORLD, 2004, 27 (02) : 4 - 4
  • [45] THE CONCEPTS OF CONSCIOUSNESS AS MODELS FOR UNCONSCIOUS PROCESSES
    WESTBY, G
    ACTA PSYCHOLOGICA, 1961, 19 (01) : 530 - 531
  • [46] Trends on the application of serious games to neuropsychological evaluation: A scoping review
    Valladares-Rodriguez, Sonia
    Perez-Rodriguez, Roberto
    Anido-Rifon, Luis
    Fernandez-Iglesias, Manuel
    JOURNAL OF BIOMEDICAL INFORMATICS, 2016, 64 : 296 - 319
  • [47] Mobile Player Experience Evaluation in RA Geolocalized Serious Games
    Gonzalez-Gonzalez, Carina S.
    Fardoun, Habib M.
    Armas, Belen
    Alghamdi, Abdullah S. AL-Malaise
    SOCIAL COMPUTING AND SOCIAL MEDIA, SCSM 2016, 2016, 9742 : 347 - 354
  • [48] A New Evaluation Technique Through Serious Games for Children with ASD
    Najoua, Tahiri
    Mohamed, El Alami
    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (11): : 202 - 217
  • [49] Academic methods for usability evaluation of serious games: a systematic review
    Rosa Yáñez-Gómez
    Daniel Cascado-Caballero
    José-Luis Sevillano
    Multimedia Tools and Applications, 2017, 76 : 5755 - 5784
  • [50] Heuristic Evaluation for Serious Immersive Games and M-instruction
    Gordon, Neil
    Brayshaw, Mike
    Aljaber, Tareq
    LEARNING AND COLLABORATION TECHNOLOGIES, LCT 2016, 2016, 9753 : 310 - 319