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Evaluation of the game development process of a location-based mobile game

机译:评估基于位置的移动游戏的游戏开发过程

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摘要

There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process.
机译:政府机构和非政府组织对在意识运动中使用(严肃的)视频游戏的兴趣与日俱增。但是,到目前为止,人们对如何开展这样的运动以有效满足包括目标受众在内的不同利益相关者的需求知之甚少。因此,出于教育目的而设计,开发和翻译游戏,同时在娱乐和学习之间取得平衡是一个复杂的过程,本文旨在通过提出一种方法框架来评估这一点,以使利益相关者参与基于游戏的基于意识的运动的设计和开发。以用户为中心的软件设计方法论,并在一个具体的用例中评估其有效性:基于位置的移动游戏City Jam的开发。目的是开展以游戏为基础的道路安全运动,以应对青少年面对道路交通情况,以期积极影响道路安全的态度和行为。移动技术为在不同情况下嵌入基于数字游戏的学习提供了新的机会。考虑到道路安全运动的性质,选择了基于位置的游戏格式,旨在通过扩展的三向交互(人为交互,游戏和环境)促进学习。在游戏开发过程的多个阶段中,部署了以用户为中心的不同设计方法:在第一阶段(机会识别),进行了文献综述,以调查与游戏目标相关的领域。在第二阶段(游戏概念开发)中,与相关利益相关者进行了专家访谈和焦点小组讨论;在第三阶段(游戏概念设计)中,进行了共同设计会议,焦点小组得出了游戏设计文档。在第四阶段(游戏开发和测试)中,开发了测试版的《城市果酱》,并通过迭代的现场测试设计对其进行了测试,并最终完成了游戏。在整个游戏开发过程中获得的结果为我们提供了评估几个主要方面的机会。首先,利益相关者参与对设计过程和最终产品不同阶段的影响,导致了针对目标人群的偏好和需求量身定制的游戏。其次,根据可用性,可玩性原则以及社会和技术方面,对游戏概念(例如游戏元素,拟议的教育游戏元素)转化为实践进行了评估。讨论了以用户为中心的设计方法的好处和挑战,以及预算约束和不同利益相关者的不同期望结果如何挑战但又如何丰富过程。

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