International Journal of Serious Games · 2021 · 45 citations · 18 references
ArtsDesignDesign ThinkingInteraction DesignInteractive DesignCollaborative CreativityCollaborative DesignExperience DesignParticipatory DesignSerious GamesVideo Game StudiesPlayer Engagement ModelingUser Engagement Design
Modern board games are booming with innovative design elements and dynamics that can support unique experiences, offering insights that serious game developers can leverage to prototype and playtest engagement in digital game design. The study aims to demonstrate how adapted modern board games can serve as flexible, cost‑effective tools for prototyping serious games through a light collaborative ideation process guided by an engagement design model and personality traits. The authors conducted informal meeting sessions using adapted board games, employing an engagement design framework and the Big Five personality traits to structure collaborative ideation. The sessions confirmed that modern board games can facilitate collaborative ideation, yet highlighted limitations and the need for further development of the modding approach.
Modern board games are booming, exploring new design elements, and providing dynamics that can support unique experiences. Serious game approaches can benefit from these insights and novelty. With the appropriate adaptation, modern board games may become flexible and cheaper ways to use and prototype serious games. Exploring these games and player engagement can support digital game design. Digital game designers may learn from modern board games to playtest player engagement and build prototypes for their serious games. This paper describes an experience with several adapted modern board games aiming to create a “Light Collaborative Ideation Process”, supported by the “Engagement Design” model and “The big five personality traits”. The game session objectives concerned fostering collaboration and ideation among participants in an informal meeting. The session successfully supported the potential of using modern board games, although showing the limitations and future developments required to benefit from the modding approach.
18
James J. Heckman, Tim Kautz · Labour Economics · 2012 · 1.8K citations · Full text
Education, Educational Assessment, Educational Measurement +17
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
David Crookall · Simulation & Gaming · 2010 · 679 citations