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Reflection on Assumptions from Designing Female-Centric Educational Games

机译:关于设计以女性为中心的教育游戏的思考

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In this paper we present a detailed analysis of the design and implementation of an educational game targeting young women entrepreneurs by a predominantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigorous and agile development model that included stakeholders at several time frames, we were not successful in delivering the desired experience to our target audience. We conclude by presenting a strategy for changing the agile development model to be inclusive of the target audience.
机译:在本文中,我们主要针对男性创业者针对年轻女性企业家的教育游戏的设计和实现进行了详细分析。在此过程中,我们根据影响游戏设计的内在和外在影响得出了假设。创建原型后,在可用性测试中将游戏提供给了目标受众。我们的观察结果表明,即使遵循了在几个时间段内都包含利益相关者的严格而敏捷的开发模型,我们仍无法成功地向目标受众提供所需的体验。最后,我们通过提出一种策略来改变敏捷开发模型,使其包含目标受众。

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