Design rationale: concepts, techniques, and use
Design rationale: concepts, techniques, and use
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
a personal perspective on the evolution of gaming
Simulation and Gaming - 30th anniversary issue, part 3
The Art of Computer Game Design
The Art of Computer Game Design
Multi-Objective Optimization Using Evolutionary Algorithms
Multi-Objective Optimization Using Evolutionary Algorithms
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Artificial Intelligence for Engineering Design, Analysis and Manufacturing - Special Issue: Design Spaces: The Explicit Representation of Spaces of Alternatives
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
How Computer Games Help Children Learn
How Computer Games Help Children Learn
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Digital Game-Based Learning
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Editorial: virtual reality simulation
Simulation and Gaming - Symposium: virtual reality simulation
The impact of computer based simulation training on leadership development
The impact of computer based simulation training on leadership development
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Simulation and Gaming
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
Architectures for Developing Multiuser, Immersive Learning Scenarios
Simulation and Gaming
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Simulation and Gaming
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Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a multiobjective problem in which trade-offs need to be made. Making these trade-offs takes place in a design space defined by three equally important components: (a) Play, (b) Meaning, and (c) Reality. The various tensions between these three components result in design dilemmas and trilemmas that make it difficult to balance a serious game. Each type of tension is illustrated with one or more examples from the design of LEVEE PATROLLER.