Sun Web: user interface design for Sun Microsystem's internal web
Computer Networks and ISDN Systems
The Art of Computer Game Design
The Art of Computer Game Design
Using Card Sorts to Elicit Web Page Quality Attributes
IEEE Software
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Case Study in the Design of Interactive Narrative: The Subversion of the Interface
Simulation and Gaming
Rules, gameplay, and narratives in video games
Simulation and Gaming
Game Architecture and Design
Digital Game-Based Learning
Adapting COTS games for military experimentation
Simulation and Gaming - Symposium: virtual reality simulation
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Performance Measurement in Simulation-Based Training
Simulation and Gaming
Simulation and Gaming
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
Simulation and Gaming
Computerized History Games: Narrative Options
Simulation and Gaming
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality
Simulation and Gaming
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The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy.