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
Link To Document :
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