Serious games for higher education: a framework for reducing design complexity

Серьезные игры для высшего образования: концептуальная основа снижения сложности проектирования
Wim Westera, R.J. Nadolski, Hans Hummel, Iwan Wopereis
2008-03-14

Emergo toolkitgame design frameworkhigher educationscenario-based gamesserious games
Abstract Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach focuses on a relevant subset of serious games labelled as scenario‐based games. At the conceptual level, it identifies the basic elements that make up the static game configuration; it also describes the game dynamics, i.e. the state changes of the various game components in the course of time. At the technical level, it presents a basic system architecture, which comprises various building tools. Various building tools will be explained and illustrated with technical implementations that are part of the Emergo toolkit for scenario‐based game development. At the practical level, a set of design principles are presented for controlling and reducing game design complexity. The principles cover the topics of game structure, feedback and game representation, respectively. Practical application of the framework and the associated toolkit is briefly reported and evaluated.
1
A basic system architecture and building tools are presented, including technical implementations within the Emergo toolkit.
2
Design principles address game structure, feedback, and representation to control and reduce complexity.
3
The framework and toolkit were practically applied and briefly evaluated, demonstrating their use for scenario-based game development.
4
The framework focuses on scenario-based games and defines their static configuration elements and dynamic state changes over time.
5
The paper introduces a framework for reducing serious-game design complexity at conceptual, technical, and practical levels.

scenario-based serious games for higher education

reducing and managing their design complexity at conceptual, technical, and practical levels

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Publication Date
2008-03-14
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Authors
Wim Westera
R.J. Nadolski
Hans Hummel
Iwan Wopereis
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