Interaction Design
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Playing for keeps: gaming as a language learning tool
ACM SIGGRAPH 2006 Educators program
Software Engineering and Computer Games
Software Engineering and Computer Games
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Games for science and engineering education
Communications of the ACM - Creating a science of games
Communications of the ACM - Creating a science of games
Communications of the ACM - Creating a science of games
Time will tell: in-game social interactions that facilitate second language acquisition
Proceedings of the 4th International Conference on Foundations of Digital Games
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Games for CS education: computer-supported collaborative learning and multiplayer games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Facilitating computational thinking through game design
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Game design framework: a pilot study on users' perceptions
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Tales from the front lines of a large-scale serious game project
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing children's digital games on nutrition with playability heuristics
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Unlike recreational games, serious games do more than entertain the player. Serious games promote acquisition of information and skills that are valued in both the virtual world and the real world. The challenge is to design and develop serious games that simultaneously create an enjoyable experience for the player as the player develops or improves her skill set as a result of game play and applies these newly developed skills in a real world setting. Because transfer of learning represents the primary goal of serious games, it is crucial that game designers understand the interactions associated with game tasks and their impact on players prior to game development. Borrowing heavily from interaction design, we introduce the user centered game design methodology as the framework for serious game design and apply this technique to the evaluation of the social interactions between Player Characters in a commercial Massive Multiplayer Online Role Playing Game. Significant results from experimental studies suggest that this genre of games shows great promise as an unorthodox language learning tool for vocabulary acquisition and reveals the importance of social interactions in the virtual space of video games. Finally, we discuss the design implications for serious games that facilitate Second Language Acquisition.