Work organization: paradigms for project management and organization
Communications of the ACM
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Agile software development
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
Participatory design: the third space in HCI
The human-computer interaction handbook
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Making things public: democracy and government-funded videogames and virtual reality simulations
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
A game design methodology to incorporate social activist themes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Racing the Beam: The Atari Video Computer System
Racing the Beam: The Atari Video Computer System
Collaboration in serious game development: a case study
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Anatomy of a failure: how we knew when our design went wrong, and what we learned from it
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing games for learning: insights from conversations with designers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The art of game design: a book of lenses
The art of game design: a book of lenses
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A life of their own: museum visitor personas penetrating the design lifecycle of a mobile experience
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Let's talk about failures: why was the game for children not a success?
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing gamification: creating gameful and playful experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Tailoring persuasive health games to gamer type
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Codespells: how to design quests to teach java concepts
Journal of Computing Sciences in Colleges
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Serious games have received much positive attention; correspondingly, many researchers have taken up the challenge of establishing how to best design them. However, the current literature often focuses on best practice design strategies and frameworks. Fine-grained details, contextual descriptions, and organisational factors that are invaluable in helping us to learn from and reflect on project experiences are often overlooked. In this paper, we present five distinct and sometimes competing perspectives that are critical in understanding factors that influence serious game projects: project organisation, technology, domain knowledge, user research, and game design. We explain these perspectives by providing insights from the design and development process of an EU-funded serious game about conflict resolution developed by an interdisciplinary consortium of researchers and industry-based developers. We also point out a set of underlying forces that become evident from viewing the process from different perspectives, to underscore that problems exist in serious game projects and that we should open the conversation about them.