• 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