Game Design Perspectives
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Design and Use of Serious Games
Design and Use of Serious Games
Critical Play: Radical Game Design
Critical Play: Radical Game Design
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
The art of game design: a book of lenses
The art of game design: a book of lenses
Movers and shakers: designing meaningful conflict in a tablet-based serious game
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 6th Balkan Conference in Informatics
Smart Icebreaker: basic design for a serious game that promotes intimacy among group members
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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The lack of assessment tools to analyze serious games and insufficient knowledge on their impact on players is a recurring critique in the field of game and media studies, education science and psychology. Although initial empirical studies on serious games usage deliver discussable results, numerous questions remain unacknowledged. In particular, questions regarding the quality of their formal conceptual design in relation to their purpose mostly stay uncharted. In the majority of cases the designers' good intentions justify incoherence and insufficiencies in their design. In addition, serious games are mainly assessed in terms of the quality of their content, not in terms of their intention-based design. This paper argues that analyzing a game's formal conceptual design, its elements, and their relation to each other based on the game's purpose is a constructive first step in assessing serious games. By outlining the background of the Serious Game Design Assessment Framework and exemplifying its use, a constructive structure to examine purpose-based games is introduced. To demonstrate how to assess the formal conceptual design of serious games we applied the SGDA Framework to the online games "Sweatshop" (2011) and "ICED" (2008).