A New Methodology of Design and Development of Serious Games

The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequ...

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Main Authors: André F. S. Barbosa, Pedro N. M. Pereira, João A. F. F. Dias, Frutuoso G. M. Silva
Format: Article
Language:English
Published: Hindawi Limited 2014-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2014/817167
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spelling doaj-16dd3589fdeb49e6b365b30be4fe6d972020-11-24T23:22:57ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552014-01-01201410.1155/2014/817167817167A New Methodology of Design and Development of Serious GamesAndré F. S. Barbosa0Pedro N. M. Pereira1João A. F. F. Dias2Frutuoso G. M. Silva3University of Beira Interior, Rua Marques de Avila e Bolama, 6201-001 Covilhã, PortugalUniversity of Beira Interior, Rua Marques de Avila e Bolama, 6201-001 Covilhã, PortugalUniversity of Beira Interior, Rua Marques de Avila e Bolama, 6201-001 Covilhã, PortugalUniversity of Beira Interior, Rua Marques de Avila e Bolama, 6201-001 Covilhã, PortugalThe development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them). Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.http://dx.doi.org/10.1155/2014/817167
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language English
format Article
sources DOAJ
author André F. S. Barbosa
Pedro N. M. Pereira
João A. F. F. Dias
Frutuoso G. M. Silva
spellingShingle André F. S. Barbosa
Pedro N. M. Pereira
João A. F. F. Dias
Frutuoso G. M. Silva
A New Methodology of Design and Development of Serious Games
International Journal of Computer Games Technology
author_facet André F. S. Barbosa
Pedro N. M. Pereira
João A. F. F. Dias
Frutuoso G. M. Silva
author_sort André F. S. Barbosa
title A New Methodology of Design and Development of Serious Games
title_short A New Methodology of Design and Development of Serious Games
title_full A New Methodology of Design and Development of Serious Games
title_fullStr A New Methodology of Design and Development of Serious Games
title_full_unstemmed A New Methodology of Design and Development of Serious Games
title_sort new methodology of design and development of serious games
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7047
1687-7055
publishDate 2014-01-01
description The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them). Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.
url http://dx.doi.org/10.1155/2014/817167
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