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Let's talk about failures: why was the game for children not a success?

Published: 27 April 2013 Publication History

Abstract

A significant proportion of research in the field of human-computer interaction has been devoted to game design. Yet, a multitude of good ideas and enthusiastic game design initiatives exist, where the games never see the light of day. Unfortunately, the causes of these failures remain often unexplored and unpublished. The challenges faced by researchers and practitioners are particularly complex when designing games for special target groups, such as children, or for a serious purpose. The HCI community would benefit from a discussion on these issues in order to avoid researchers and practitioners to repeat mistakes. We want to learn from projects that started with a promising idea, but failed or faced severe challenges. This workshop will be the first at CHI focusing on 'failed game projects'. In particular, workshop participants are encouraged to discuss issues that typically received little attention in publications and hereby contribute to the discussion on failures in the design, development and evaluation of games for and or with children. As a result, the community will benefit from these insights and lessons-learned, which will enhance the design of future (serious) games with/for children.

References

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Egenfeldt-Nielsen, S. 2005. Beyond Edutainment: Exploring the Educational Potential of Computer Games. Doctoral Thesis, IT-University of Copenhagen. Denmark.
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Guha, M., Druin, A., Chipman, G., Fails, J., Simms, S., and Farber, A. 2005. Working with young children as technology design partners. Communications of the ACM 48, 1, 39--42.
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Kaplan, N., Chisik, Y., and Levy, D. 2006. Reading in the wild: sociable literacy in practice. In Proc. IDC 2006, ACM Press, 97--104.
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Khaled, R. and Ingram, G. 2012. Tales from the front lines of a large-scale serious game project. In Proc. CHI '12. ACM, New York, NY, USA, 69--78.
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Kirriemuir, J. and McFarlane. 2004. A Literature review in games and learning. Futurelab.
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Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L., and Fuller, T. 2003. User-centered design in games. In The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications. L. Erlbaum Associates Inc., 883--906.
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Papert, S. 1998. Does Easy Do It? Children, Games, and Learning. Game Developer, 87--88.
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Read, J., Gregory, P., MacFarlane, S., McManus, B., Gray, P., and Patel, R. 2002. An investigation of participatory design with children-informant, balanced and facilitated design. In Proc. IDC 2002, 53--64.
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Schön, D. A. 1983. The Reflective Practitioner: How Professionals Think in Action. Basic Books. \

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    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 27 April 2013

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    Author Tags

    1. challenges
    2. children
    3. failure
    4. games

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    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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