DocumentCode
736094
Title
Bridging the gap between user and information: A case study of a serious game
Author
Fanfarelli, Joseph R.
Author_Institution
Univ. of Central Florida, Orlando, FL, USA
fYear
2015
fDate
12-15 July 2015
Firstpage
1
Lastpage
6
Abstract
Serious games, or games created for purposes beyond entertainment, facilitate communication between educators and learners. By harnessing the lessons prescribed by research and commercial entertainment games, serious games can teach, provide feedback, and evaluate learning, all within a single system. However, development is complex and rife with pitfalls. This paper describes lessons learned from the design, development, and experimentation of a serious game, Medulla, which can be applied to other serious games to improve the development process. Suggestions address positioning of the learning content within the game world, modality of the content, the relationship between the game and the content, and how to cater to a learner-player audience.
Keywords
computer aided instruction; entertainment; serious games (computing); social aspects of automation; Medulla; commercial entertainment games; learner-player audience; research entertainment games; serious game; Brain; Curing; Entertainment industry; Games; Interviews; Noise; Testing; Educational games; feedback; learning; serious games;
fLanguage
English
Publisher
ieee
Conference_Titel
Professional Communication Conference (IPCC), 2015 IEEE International
Conference_Location
Limerick
Print_ISBN
978-1-4799-3374-7
Type
conf
DOI
10.1109/IPCC.2015.7235796
Filename
7235796
Link To Document