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Serious Gaming

description927 papers
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lightbulbAbout this topic
Serious gaming refers to the use of game design and mechanics for purposes beyond entertainment, such as education, training, health, or social change. It aims to engage users in immersive experiences that promote learning, skill development, or behavioral change through interactive and often collaborative gameplay.
lightbulbAbout this topic
Serious gaming refers to the use of game design and mechanics for purposes beyond entertainment, such as education, training, health, or social change. It aims to engage users in immersive experiences that promote learning, skill development, or behavioral change through interactive and often collaborative gameplay.

Key research themes

1. How can serious games be designed to effectively integrate learning objectives with engaging gameplay?

This research theme addresses the fundamental challenge of aligning serious game design with educational goals without compromising player engagement. It matters because successful serious games require a synergy between game mechanics and pedagogical strategies, yet the interdisciplinary gap between game designers and learning scientists complicates this integration. Understanding and evaluating design models that systematically bridge this gap is crucial for creating effective serious games that truly impact learning outcomes.

Key finding: The study systematically reviewed 13 serious game design (SGD) models, revealing significant variation in how well these models address five principal challenges: integration of learning and gaming expertise, maintaining... Read more
Key finding: This work synthesizes pedagogical models implemented in serious games, advocating for learner-centered approaches that emphasize active participation, autonomy, and meaningful learning through ‘learning by doing.’ It... Read more
Key finding: By reviewing empirical studies from 2009 to 2014, this paper identifies diversity in study designs, game types, and measured outcomes, affirming that serious games show promise for learning and behavior change outcomes but... Read more

2. What roles do serious games play in facilitating complex system understanding and stakeholder engagement in real-world domains such as humanitarian response and corporate environments?

This theme explores how serious games transcend traditional learning by enabling experiential cognition, collaboration, and coordination in complex, dynamic real-world systems. Their utility as tools for training, requirement elicitation, change management, and stakeholder engagement is critical for improving operational effectiveness in multifaceted domains. Research here investigates methodologies, application frameworks, and case studies demonstrating serious games’ potential to simulate realities, promote team competencies, and catalyze organizational transformation.

Key finding: The paper develops and evaluates 'Plaitra,' a humanitarian board game aimed at simulating crisis response dynamics. Findings indicate serious gaming can facilitate coordination, collaboration, and requirement engineering... Read more
Key finding: Through a classification framework grounded in 59 corporate serious game cases, this study identifies four principal uses: corporate training, change management, viral diffusion, and gamification. It shows that serious games... Read more
Key finding: This research argues serious games provide reliable, valid platforms for investigating team processes, competencies, and adaptive performance in both face-to-face and virtual teams. By simulating complex tasks requiring... Read more

3. How do emotional and psychological experiences, including serious and positive/negative affective engagement, shape the design and impact of serious games?

Beyond motivation and engagement, this theme examines how serious games evoke a range of affective experiences—both positive and ‘serious’ (including thought-provoking, uncomfortable, or reflective states)—to influence player learning, reflection, and behavior change. This challenges traditional assumptions that games should focus solely on ‘fun’ enjoyment. Understanding how diverse emotional experiences contribute to game efficacy and ethical considerations is critical for designing games that foster meaningful, lasting impact.

Key finding: This paper proposes a novel conceptual framework distinguishing 'serious experience'—a spectrum of affective states including thought-provoking, reflective, or even discomforting emotions—from merely positive/fun or broadly... Read more
Key finding: This study identifies four psychological gaming profiles (avoidant, engaged, relational, dysregulated) differentiated by emotional regulation, attachment styles, and mental health indicators. The dysregulated and relational... Read more

All papers in Serious Gaming

Since 2009, the use of sandbox creation games in classrooms have become popular with Minecraft being one of the most ubiquitous. Little research has however been conducted in terms of how history educators create, design and use such... more
Exploring opportunities in sound engineering and music production
Understanding industry trends and professional growth
Developing technical and creative skills for the entertainment sector
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This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop.... more
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This study presents a reflective analysis of the design, implementation, and pedagogical outcomes of a Mobile Application Development course offered under the newly introduced four-year undergraduate honours framework in Kerala, India.... more
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Accessibility in games remain largely inaccessible to visually and hearing impaired people. In this work, we introduce 2222, an accessible maze game that promotes a real inclusion, through resources such as auditory orientation and equity... more
Big Data and data technologies increasingly find their way into school education. Learning Analytics and Educational Data Mining are focal research areas. However, technical solutions often fail to meet the practical requirements of... more
Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational... more
Learning Analytics is one of the most promising major trends in educational technology. However, Learning Analytics is very often a rather statistical approach to the understanding of educationally relevant data. Theory-driven approaches... more
A key factor for the success and efficacy of an educational medium is the extent to which it is capable of addressing the preferences, abilities, strengths, weaknesses, and goals of individual learners. Research in the field of learning... more
Using computer games for educational purposes is a fascinating and popular idea. An important goal of research is an increased personalization and adaptation. In the present work we introduce the work of the 80Days project which primarily... more
The research in brain-computer interfaces (BCI) has shown that brain activity can be used as an active/voluntary or passive/involuntary control modality in man-machine interaction. Until recently, BCI research aimed almost solely at... more
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Approximately 200,000,000 children are born with or will acquire a disability during their lifetimes. In the developing world the situation is much worse, where a lack of education and resources and cultural norms conspire against the... more
No doubt, the ills of American education (eg, falling achievement levels, declining literacy rates, substandard math and science competency) made visible through high-stakes testing, international comparisons (Gisburg et al. 2005), and... more
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I would also like to thank my thesis twin, Marikken, for her advice and suggestions. Our countless discussions and lunches where we could share our ups and downs were highly appreciated. I also had great pleasure of working with my... more
Human-computer interaction (HCI), especially in the games domain, targets to mimic as much as possible the natural human-to-human interaction, which is multimodal, involving speech, vision, haptic, etc. Furthermore, the domain of serious... more
We describe a novel design, implementation and evaluation of a speech interface, as part of a platform for the development of serious games. The speech interface consists of the speech recognition component and the emotion recognition... more
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