Tales from the front lines of a large-scale serious game project
Abstract
Serious games have received much positive attention; correspondingly, many researchers have taken up the challenge of establishing how to best design them. However, the current literature often focuses on best practice design strategies and frameworks. Fine-grained details, contextual descriptions, and organisational factors that are invaluable in helping us to learn from and reflect on project experiences are often overlooked. In this paper, we present five distinct and sometimes competing perspectives that are critical in understanding factors that influence serious game projects: project organisation, technology, domain knowledge, user research, and game design. We explain these perspectives by providing insights from the design and development process of an EU-funded serious game about conflict resolution developed by an interdisciplinary consortium of researchers and industry-based developers. We also point out a set of underlying forces that become evident from viewing the process from different perspectives, to underscore that problems exist in serious game projects and that we should open the conversation about them.
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The endeavor to support future development of the practice was messy and complex.
“Instead of painting an overly positive picture, we show the messy and complex character of our endeavor to support the future development of the practice (Khaled and Ingram, 2012).”
From Educational Participatory Design in the Crossroads of Histories and Practices – Aiming for Digital Transformation in Language Pedagogy (2023) · cites this paper as Khaled and Ingram, 2012
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- Authors
- Khaled, R., & Ingram, G.
- Affiliations
- IT University of Copenhagen (DK)
- University of Bath (GB)
- Venue
- Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2012-05-05
- Pages
- 69-78
- OpenAlex
- W2158930783
- Cited by
- 51
- References
- 43
- Citations by year
- 2025: 1 · 2024: 1 · 2023: 2 · 2021: 3 · 2020: 2 · 2019: 3 · 2018: 4 · 2017: 7 · 2016: 5 · 2015: 7 · 2014: 7 · 2013: 8 · 2012: 1
- FWCI
- 16.10
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion)
- IT University Of Copenhagen (IT University of Copenhagen) (submittedVersion)
- Research Space (submittedVersion)
- Funders
- European Commission
- FP7 Information and Communication Technologies
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- serious games, serious game design, project organization, technological factors, domain knowledge, user research, game design, interdisciplinary collaboration, conflict resolution
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