Serious game mechanics and opportunities for reuse

Jannicke Balsrud Hauge, Ioana Andreea Stanescu, Antoniu Stefan, Theodore Lim, Maira B Carvalho, Sandy Louchart, Sylvester Arnab

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Designing Serious Games (SGs) is a complex process, fraught with the likelihood that their pedagogical constructs are force fitted. As a consequence, the game mechanics can create unwanted tangential outcomes. Challenges also emerge from the time constraints to deliver a purposeful product that meets desired learning outcomes tailored for specific audiences, while maintain low budgets. This paper presents and reports on the notion of analysing serious game mechanics (SGM) for a twofold design purpose of meeting learning outcomes and reuse opportunities. Two SGs - PR:EPARe and Seconds - are described and the learning mechanics-game mechanics (LM-GM) mappings are provided for the two games grounding the definition of key SGM reuse principles that potentate learning-driven games at low cost.
Original languageEnglish
Title of host publicationProceedings of the 11th International Conference eLearning and Software for Education
Subtitle of host publicationRethinking education by leveraging the eLearning pillar of the Digital Agenda for Europe
EditorsIon Roceanu
Place of PublicationRomania
PublisherCarol I NDU Publishing House
Pages19-27
Number of pages9
Volume2
DOIs
Publication statusPublished - 2015
Event11th eLearning and Software for Education Conference - Romania, Bucharest, Romania
Duration: 25 Apr 201526 Apr 2015

Conference

Conference11th eLearning and Software for Education Conference
Abbreviated titleeLSE 2015
CountryRomania
City Bucharest
Period25/04/1526/04/15

Keywords

  • Serious Games
  • Game mechanics
  • LM-GM mapping
  • SG design patterns

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    Hauge, J. B., Stanescu, I. A., Stefan, A., Lim, T., Carvalho, M. B., Louchart, S., & Arnab, S. (2015). Serious game mechanics and opportunities for reuse. In I. Roceanu (Ed.), Proceedings of the 11th International Conference eLearning and Software for Education: Rethinking education by leveraging the eLearning pillar of the Digital Agenda for Europe (Vol. 2, pp. 19-27). [40] Carol I NDU Publishing House. https://doi.org/10.12753/2066-026X-15-000