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Serious games as input versus modulation: different evaluations of utility

Published: 10 September 2012 Publication History

Abstract

The paper discusses two different approaches in designing and evaluating serious games: games as inputs in non-game activities, and games as modulation of non-game activities. Playing and gaming offer powerful metaphors and interpretive repertoires for making sense of professional challenges: for example, business and politics may be seen as gameful, while computer engineering may be seen as playful. Serious games are uniquely positioned to support or modify such repertoires, turning them more or less competitive, collaborative, exploratory, rule bound or rule bending etc. Their modulation force thus becomes a distinctive topic of evaluation. We discuss a case study illustrating how a successful assessment of a serious game seen as input for educational activities has obscured its ambivalent modulating influence on creating a playful take on computer engineering. Common glosses of serious games as 'competitive' or 'useful for learning' may divert attention from the relationships between specific game features, such as a particular organization of competitions and score display, and play styles. A successful translation of game playing into a desired professional ethos depends on fine-tuning relevant game features and game related discourse.

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Cited By

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  • (2013)Talkative objects in need of interpretation. re-thinking digital badges in educationCHI '13 Extended Abstracts on Human Factors in Computing Systems10.1145/2468356.2468729(2099-2108)Online publication date: 27-Apr-2013
  • (2013)Work and gameplay in the transparent ‘magic circle' of gamificationProceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II10.1007/978-3-642-39241-2_63(577-586)Online publication date: 21-Jul-2013

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Published In

cover image Guide Proceedings
BCS-HCI '12: Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
September 2012
401 pages

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BCS Learning & Development Ltd.

Swindon, United Kingdom

Publication History

Published: 10 September 2012

Author Tags

  1. game assessment
  2. hacker ethic
  3. playfulness
  4. serious games
  5. user experience
  6. utility

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Cited By

View all
  • (2013)Talkative objects in need of interpretation. re-thinking digital badges in educationCHI '13 Extended Abstracts on Human Factors in Computing Systems10.1145/2468356.2468729(2099-2108)Online publication date: 27-Apr-2013
  • (2013)Work and gameplay in the transparent ‘magic circle' of gamificationProceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II10.1007/978-3-642-39241-2_63(577-586)Online publication date: 21-Jul-2013

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