ArticlePDF Available

Videogames have changed: time to consider 'Serious Games'?

Authors:

Abstract

Interest in digital ‘Serious Games’ has been growing for the past three years across nonprofit, government and media sectors. A few development educators are already involved, and that number will likely grow significantly in coming years in both North and South. Explores three educational opportunities in games - raising public awareness, affecting behavior and empowering learners - and discusses collaborative ways to move the agenda forward.
Videogames have changed: time to consider ‘Serious Games’?
Benjamin Stokes, NetAid (www.netaid.org)
Acknowledgements to Edith Asibey and Justin van Fleet;
also to Dave Rejeski and David Williamson Shaffer
Interest in digital ‘Serious Games’ has been growing for the
past three years across nonprofit, government and media
sectors. A few development educators are already involved,
and that number will likely grow significantly in coming years
in both North and South. Benjamin G Stokes of NetAid explores
three educational opportunities in games - raising public
awareness, affecting behavior and empowering learners - and
discusses collaborative ways to move the agenda forward.
Accepted for June 2005 Publication with Referee’s Approval in
THE DEVELOPMENT EDUCATION JOURNAL (http://www.dea.org.uk)
The journal of the Development Education Association
Published by Trentham Books (http://www.trentham-books.co.uk)
2
The term ‘Serious Games’ is increasingly used for digital games whose primary goal goes
beyond entertainment to education, outreach or training. The term’s use has grown largely through
the Serious Games Initiative, which started in 2002 at the Woodrow Wilson Center for International
Scholars in Washington, D.C. Today, hundreds attend conferences and collaborate online to find
out what Serious Games might bring to their jobs as educators, political organizers, academics,
game designers and more.
Despite videogames’ existence as a form of mainstream media, the adoption of Serious
Games by educators and theorists is just beginning. One likely reason is the reputation of
videogames as shallow and often violent indulgences. Historical comparison with the film industry
reminds us that it was only 30 years ago that commercial movies began to make inroads with
academics, but today film is widely studied on its own and in confluences across the university. As
the first generation to grow up with videogames approaches middle age, a similar tipping point in
games’ relevance to educators is drawing near.
Opportunity 1: public awareness campaigns
When you hear ‘videogames’ do you still think of teenage boys playing in the isolation of
their basements? Look again. Increasingly, the Internet allows games to become social
experiences across vast distances. Of equal importance is the demographic shift: the average
player in the U.S. will turn 30 next year and the industry’s Entertainment Software Association says
that one-in-three is female.
Consider ‘advergaming,’ which is gaining in popularity with awareness campaigns desperate
to combat the public’s growing indifference to television and print ads. A good example is
‘Smokeout Café,’ released by the American Cancer Society in late 2004
(www.nynjevents.org/site/PageServer?pagename=SmokeoutCafeGame). The game challenges
players to ‘throw’ orange wristbands at moving cigarettes, and each eliminated cigarette earns you
points. The wristbands are inscribed with the slogan Livefree.
Smokefree.’ and can be ordered for $1US to be worn offline as
part of a larger awareness and fund-raising effort.
Advergames have several advantages over Public
Service Announcements on television or in print. One is the
comparatively low cost of such games - though they’re still not
cheap at $10,000 to $500,000 US. Perhaps more importantly, the player is exposed to the
UNICEF has succeeded in
attracting 11,000 web
visitors a day to
play at ‘Becoming a
UNICEF World Hero’.
3
message for as long as they’re having fun – from minutes to hours. Finally, advergames can
supplement messaging with extending learning on demand. In Smokeout Cafe, clicking on ‘reasons
to quit’ will immediately lead you to lessons backed with statistics and stories. Such lessons in a
traditional advertising context would require the viewer to call a phone number, turn to their web
browser or visit a location in person.
Development organizations are giving advergaming a try. UNICEF, for example, has
succeeded in attracting 11,000 web visitors a day to play at ‘Becoming a UNICEF World Hero’
(Richtel, 2005). As educators become web savvy, games will continue to increase their ability to
reach and draw in online audiences.
Opportunity 2: affecting behavior
After raising awareness, many educators seek to inspire behavioral change. In 2002, an
online game began inspiring participants to risk their (real) lives - that’s some serious motivation!
This military recruiting tool, called simply ‘America’s Army,’ aims to deliver the values and
messages of the U.S. Army to young people and has reached nearly five million players over three
years.
The worldview promoted by America’s Army goes beyond messaging. In the game,
individuals and multiplayer teams train to complete tactical missions that, compared with the tiny
advergames, are much more immersive and prolonged. At a surface level, the vehicles and
weapons depicted in the game closely mimic their real-world counterparts. At a deeper level, the
game makes efforts to mirror the systemic requirements of the real-life Army, from deployment to
teamwork and hierarchy. In this way, following the Army’s worldview in-game is necessary to win.
For example, participants who do well earn ‘honor’ points that are required to enter restricted
portions open only to those of senior rank; for players working as medics, a primary focus lies in
and responding to the calls of injured players.
The game’s recruitment results aren’t public, but military spending patterns and occasional
inside quotes (Schiesel, 2005) indicate that it may be more effective than the Army’s traditional
advertising. Yet the game’s call to enlist is unusually soft. Each player simply experiences the
Army’s structure messaging for hours of emotional intensity. What can compare? Books and
videos can engage for hours, but actually inhabiting a space can profoundly put the learner in
someone else’s shoes. At its heart, America’s Army is a deep role-play, but with players interacting
with emotion in their own time outside the context of any classroom. The experiential depth means
4
that those who enlist after playing do so with a relatively detailed, structured and hopefully
accurate vision of their future.
A very different and successful behavioral game was developed by Debra Lieberman et al to
‘improve self-management of diabetic children.’ The game’s heroes are diabetic elephants Packy
and Marlon, and the backdrop is a summer camp stricken by rodents who have scattered food and
diabetes supplies. The player’s goal is to keep their characters’ diabetes under control by
monitoring blood sugar, providing insulin and managing food intake.
The result has been a 77% decrease in hospitalization rates for youth given a copy of the
game (Brown et al 1997). To achieve this, Lieberman developed the game based on theories of
experiential education. It’s a good fit: common educational goals for diabetic children parallel what
experiential education can deliver, including quick retention and real-world performance. The
remarkable decline in hospitalization rates supports an experiential approach to game design when
seeking to affect behavior.
Opportunity 3: empowerment through game design
In a social justice context, the goal of changing behavior is typically to empower learners
toward a better future. One role for digital games is to ground hopes for this future into more
applied thinking, according to Dave Rejeski, head of the Serious Games Initiative. For long-term
thinking in particular, Rejeski believes that games might bring to life vital implications that, in
practice, are often overlooked.
Much as a picture can be worth a thousand words, an interactive game can trigger profound
insights for long-term thinking. Rejeski emphasizes two aspects, one of which is an understanding
of complex systems - a bird’s-eye-view which Rejeski refers to as ‘top sight.’ The need for such
tools can be observed, for example, in the difficulty of teaching complex concepts such as
sustainable development or global interdependence. A second aspect more literally explores time
by adding foresight to the simulation thus connecting actions in the present with implications in the
future.
One long-term thinking game is MassBalance, designed to ‘entertain and educate players
about some of the nuances of the Massachusetts' [state] budgeting process’
(www.playmassbalance.com). Players are challenged to successfully balance the state budget. By
offering the game for free online, many people - from journalists to academics to state
5
representatives - are being pushed experientially to consider longer term implications of annual
budgeting decisions. The approach is spreading: similar budget games have been created in the
U.S. for Utah, California, Maine, Minnesota, New Hampshire and Texas.
One opportunity with games like MassBalance is to align learning with participation. Many
games integrate the simulation within an online community or connect it to government
communication channels. By doing so, what might otherwise be passive learning in a typical budget
news story becomes an integrated structure within the larger contexts of democratic discourse and
participation. In this way, the empowerment derived from the individual’s long-term thinking is
actively leveraged into media and government.
When the design emphasis turns to skills that make the greatest difference, a significant
challenge lies in determining what should be taught and what left out. Shaffer et al (2004)
summarize one approach where games may change the future of learning: take a hint from
existing communities of practice. For example, if real-world activists are already succeeding in on-
the-job training for generations of novices, then perhaps they are
already using the shortcuts between action and context which are
easiest to pass from one individual to the next.
Unfortunately, such in-person learning is often only available
if you’re a good investment for the activist-trainer: probably at least a high school graduate willing
to work full-time and unpaid for several weeks. In most cases this effectively limits access. Such
limitations are unacceptably narrow when the learning is about empowering citizens to improve
society.
Can games make learning from communities of practice accessible? Shaffer et al (ibid.)
claim the answer is yes, so much so that they declare games as necessary to understand the future
of learning. They assert that the virtual worlds of digital games can teach vital social practices
which are often otherwise inaccessible. Where we can observe communities of practice already
teaching global citizenship, we can design games for learning that employ the shortcuts of
professional activists.
In the North, one place where many professional activists are already working online can be
seen in the proliferation of advocacy websites. Such website infrastructure presents an unusual
possibility to connect game conditions to real advocacy. NetAid prototyped this approach in early
2004 with a challenge add-on to an online game for adolescents called Peter Packet. The animation
portion, developed by Cisco’s Creative Learning Studio, invited students to help Peter fight global
An interactive game
can trigger profound
insights for long-term
thinking.
6
poverty over the Internet by battling hackers and viruses. Characters for the background story
were drawn from three of NetAid’s partner field projects in Haiti, Zimbabwe and India.
The extension Challenge was a 10-day online competition to earn points by raising
awareness about the stories of poverty told in the animated game. Players earned five points if
someone donated in their name (regardless of the amount donated) and two points if someone
clicked on one of their awareness-raising emails. The temptation to spam was moderated by listing
the parent’s email address as the sender on outgoing email. Continuity was provided by
maintaining the look and feel, but the design then leveraged several components of the service
learning tradition. Reflection was encouraged by asking the recipients of the students’ emails to
start a dialogue using model questions with the student. Second, the service of raising awareness
was personally relevant and had real-world impact. Thus the Challenge prototype provides one
early model for how games might work hand-in-hand with online service learning.
The game-based motivation appeared quite effective with some students. One 11-year old
girl said, ‘Every day after school I went to check my points and the total money for poverty.’ The
top two competitors took enough action to each earn more than 50 points. The average Challenge
participant sent five emails, and one in five participants received a
donation. As far as the connection with the animated game,
approximately 10-percent opted to sign up for the Challenge,
indicating that traditional games may provide a bridge for more
involved advocacy-based activity.
Adding service into a game could be especially powerful given
how players self-identify in videogames. More than with a book or
movie, after a videogame it seems fair to claim pride in the hero’s
ultimate success because the player perceives their actions as
responsible for the success of the game hero (Gee, 2003). In the animated portion of Peter Packet,
this translates into emphasizing the identity of self-as-Peter-Packet, the superhero that succeeds in
fighting global poverty. In addition, the Challenge follows in the service learning tradition and
emphasizes real-world identity formation, and thus promotes the identity of self-as-real-world-
awareness-raiser. In combination, hero and service learning identities reinforce each other, but
also blend to form a third identity: self-as-Peter-Packet-with-real-impact. This last identity may be
especially helpful in a big challenge of global citizenship education: to help the player identify as
someone who is powerful enough to take real-world actions in fighting global poverty.
After a videogame,
it seems fair to
claim pride in the
hero’s ultimate
success because the
player perceives
their actions as
responsible.
7
Collaboration to build game solutions
Despite the remarkable potential of the games described above, several barriers are likely
to slow newcomers. We can minimize these barriers in the future by choosing approaches today
that lay foundations for broader accessibility. This article concludes by matching three barriers with
suggested approaches to move the agenda forward.
Educational games are inherently interdisciplinary and the first predictable barrier lies in the
awkwardness of collaboration. A good example is the quick emotion stirred by the term
‘edutainment’ (a combination of education and entertainment). Many educators contend that
edutainment has largely produced shallow products focused on short-term test scores. Conversely,
game developers counter that edutainment has alluded to the visuals of games while overlooking
the centrality of fun and pleasure. Frequently they have both been right.
One resolution is to encourage communities which promote both educating and entertaining
as professional practices rather than simple skills. In the process, professionals become stewards
who depend on their peers for community standards. The popularity of the Serious Games
Initiative is already building momentum for such relevant sub-groups as Games for Change
(www.seriousgames.org/gamesforchange) which focuses on social change through nonprofit
professionals and their partners.
A second barrier is the cost of development. As pop-culture videogames align more closely
with Hollywood and its special effects, fundraising expenses often include both professional video
and technical engines. To help level the playing field, development educators should reward
approaches to game production that are designed to leave behind tools and media assets for low-
cost repurposing in the spirit of open source. Universities can help in this effort by building
collaboration between emerging games studies programs and organizations dedicated to the public
good. Finally, with games industry revenues outpacing Hollywood, commercial partnership remains
a tempting, if elusive target. One backdoor exists in the free tools that some companies offer so
their players can create ‘mods’ (modified versions of the original game). Building within commercial
games will help industry envision broader partnership and thus deserves support.
After construction, many games will need to overcome a third barrier: distribution. Even if a
new game fits within mainstream traditions, competition in these over-saturated channels means
standing out against marketing campaigns often costing 20% beyond game development. As a
sector, social impact games may need to create their own distribution channel to parallel what
public radio and television provide for broadcast media in many countries. Individual games can be
8
encouraged in approaches that prioritize distribution as part of game design and that leverage
partnerships beyond traditional game channels. Throughout, we can minimize the effect on the
learning divide by supporting explicit North-South distribution and content sharing.
Game-based solutions can already provide outreach that goes beyond messaging to affect
behavior and empower learners with deep understandings of solutions, effective social practices
and powerful identities. Today’s development problems cry out for solutions and digital games will
likely be of growing relevance to development educators. Increasingly, the key question may be
how quickly we can bring the expertise of the games sector to bear on our own work.
References
Brown, SJ, Lieberman, DA, Gemeny, BA, Fan, YC, Wilson, DM, & Pasta, DJ (1997). ‘Educational
video game for juvenile diabetes: Results of a controlled trial.’ Medical Informatics 22(1), 77-89.
Gee, JP (2003) What Video Games Have to Teach Us about Learning and Literacy, Palgrave
Macmillan, New York, USA
Richtel, M, (2005, February 4) New York Times, ‘Is Instructional Video Game an Oxymoron?’
Schiesel, S, (2005, February 17) New York Times, ‘On Maneuvers With the Army's Game Squad’
Shaffer, DW, Squire, K, Halverson, R, & Gee, JP (2004). ‘Video Games and the Future of Learning’.
Report published by the Academic ADL Co-Lab, Madison, Wisconsin; Retrieved December 12, 2004,
from http://www.academiccolab.org/resources/gappspaper1.pdf
Benjamin G. Stokes manages NetAid’s digital unit on Education for Global Citizenship and is a co-
founder of Games for Change, a community of practice focusing on nonprofit goals and social
change as part of the larger Serious Games Initiative. He would like to give special thanks for help
in this article to Abby Falik, Stephanie Flournoy, Davis Forsythe, Joy Portella, and Caleb Stokes.
... The use of serious games in prevention programmes is increasing, and authors report positive results in terms of acceptability, usability, knowledge gain and change in attitudes and behaviours (Calvo-Morata et al., 2020;Lau et al., 2017;Martínez-Miranda & Espinosa-Curiel, 2022). They are good learning tools because they provide learners with a learning experience that combines entertainment and education (Gee, 2005;Prensky, 2001;Stokes, 2005). Typically, serious games include game elements that motivate and engage users to facilitate learning (Aldrich, 2005;Gredler, 1996) as well as simulations characterised by the roles or responsibilities participants assume (Charsky, 2010). ...
Article
Full-text available
Cyberviolence among teenagers is a persistent problem addressed by several prevention programmes. In this article, we evaluate an educational intervention programme based on a serious game (CyberSafe Tool) that addresses cyberviolence against women and girls. The goal of the intervention and the serious game was to raise young people’s awareness of online violence against women and girls and to promote safe and responsible online behaviour. The intervention, conducted between 2020 and 2021, included 959 teenagers between 13 and 16 years old from Italy, Greece, Estonia and the United Kingdom. We used a survey questionnaire to conduct an impact assessment. It was administered three times – before the intervention, immediately after the intervention and three weeks after the intervention – to identify participants’ attitudinal changes. The results indicate significant positive attitude changes after the intervention that remained unchanged after the third questionnaire, which was administered three weeks after the intervention.
... Embora durante a pandemia ainda não se tivesse iniciado a escrita do projeto cujos resultados são apresentados no presente artigo, o uso de SG no ensino de técnicas de enfermagem já demonstrava grande potencial (RIDLEY, 2018;STOKES, 2005;DEGUIRMENDJIAN et al., 2016) e, especialmente no cenário pandêmico, a aplicação de simulações virtuais e de SG foi de grande valia para os estudantes durante o isolamento social e preparo para a prática clínica (DUBÉ et al., 2020). Considera-se que mesmo no contexto pós-pandêmico, o SG mantém sua relevância, a se considerar tantas mudanças ocorridas em relação às tecnologias e formas de ensino e aprendizagem (DUBÉ et al., 2020;OLIVEIRA et al, 2021). ...
Article
Full-text available
Objetivo: descrever e avaliar a opinião de estudantes de enfermagem sobre a utilização de um Serious Game (SG) como apoio para aprendizagem da técnica da coleta da citologia oncótica. Clique aqui para acessar o SG. Método: trata-se de um estudo descritivo exploratório. A população do estudo foi composta por 22 estudantes do curso de enfermagem, de uma universidade pública do interior de São Paulo, da disciplina “Assistência de Enfermagem Saúde da Mulher”, que compreende em seu programa o ensino da técnica de coleta de material para o exame citopatológico do colo uterino, no ano de 2020, durante a pandemia pelo coronavírus SARS-CoV-2. Para a coleta dos dados, utilizou-se instrumento de opinião com pontuação em escala tipo Likert. Os participantes tinham oportunidade de realizar comentários. Resultados: Observou-se concordância quanto ao jogo ser agradável e fácil de usar entre 100% dos entrevistados. Foi considerável a opinião de ser possível aprender a técnica por meio do SG (95% concordaram). É relevante que 95% dos estudantes discordaram quanto à afirmação de que estratégias assim podem subsituir o docente. Quanto à efetividade do SG para o aprendizado 100% dos entrevistados o consideraram válido. Conclusões: A estratégia do SG aplicado à aprendizagem de técnicas para estudantes de enfermagem é considerada inovadora e demonstrou-se motivadora entre os entrevistados. O SG Exame Citopatológico de colo uterino foi avaliado como útil para o aprendizado da técnica.
... A pesar de la falta de consenso acerca de qué es exactamente un JS (Whitton, 2014;Tettegah et al., 2015), el uso de este término se ha expandido a partir del 2002 a través de lo que se conoce como Serious Games Initiative (L. Annetta et al., 2009a;Gros Salvat, 2009 ;Stokes, 2005;Girard et al., 2013) con definiciones alternativas. Se trata de videojuegos diseñados según principios pedagógicos para favorecer el aprendizaje en la experiencia misma de jugar (Greitzer et al., 2007). ...
Thesis
Full-text available
The growing popularity of mass-scale video games over the last three decades has generated significant interest in their potential for learning in various fields, including the natural sciences. Despite this trend, the understanding of how video games truly contribute to learning in this context remains in its infancy. This doctoral thesis presents the results of research focused on the learning of physics of motion in the plane through the widely known video game, Portal. This doctoral research aims to contribute to the understanding of the process of learning motion in the plane mediated by the video game Portal. Following the theoretical approach of DiSessa’s ”Knowledge in Pieces,”this thesis examines, in its first phase, the intuitive knowledge expressed by university students during their interaction with Portal. These results allowed for the design and implementation of a didactic sequence that incorporates the video game as an educational tool for the study of motion in the plane. During this second phase, students’ conceptual development is addressed within the framework of DiSessa and Wagner’s Çoordination Classes”theory. Through a qualitative analysis of interaction records, significant advancements are observed both in conceptualization and in the representation and modeling of motion in relation to situations presented in Portal. This work aims to contribute to the field of physics education at a time when video games and digital technologies play an unprecedented role in human development and education.
... In the context of changing eating-related behaviors, some systematic reviews have shown that most studies using serious games had positive results and are suitable to accompany strategies for the prevention and treatment of childhood overweight [15,16]. In recent years, serious games for health promotion, in particular for healthy eating [17], have been shown to be an appropriate alternative for an audience that is increasingly indifferent to television or printed advertisements; even the cost is comparatively lower [18]. ...
Article
Full-text available
Background The prevalence of overweight and obesity in schoolchildren is increasing in Peru. Given the increased use of digital media, there is potential to develop effective digital health interventions to promote healthy eating practices at schools. This study investigates the needs of schoolchildren in relation to healthy eating and the potential role of digital media to inform the design of game-based nutritional interventions. Objective This study aims to explore schoolchildren’s knowledge about healthy eating and use of and preferences for digital media to inform the future development of a serious game to promote healthy eating. Methods A survey was conducted in 17 schools in metropolitan Lima, Peru. The information was collected virtually with specific questions for the schoolchild and their caregiver during October 2021 and November 2021 and following the COVID-19 public health restrictions. Questions on nutritional knowledge and preferences for and use of digital media were included. In the descriptive analysis, the percentages of the variables of interest were calculated. Results We received 3937 validated responses from caregivers and schoolchildren. The schoolchildren were aged between 8 years and 15 years (2030/3937, 55.8% girls). Of the caregivers, 83% (3267/3937) were mothers, and 56.5% (2223/3937) had a secondary education. Only 5.2% (203/3937) of schoolchildren’s homes did not have internet access; such access was through WiFi (2151/3937, 54.6%) and mobile internet (1314/3937, 33.4%). In addition, 95.3% (3753/3937) of schoolchildren’s homes had a mobile phone; 31.3% (1233/3937) had computers. In relation to children’s knowledge on healthy eating, 42.2% (1663/3937) of schoolchildren did not know the recommendation to consume at least 5 servings of fruits and vegetables daily, 46.7% (1837/3937) of schoolchildren did not identify front-of-package warning labels (FOPWLs), and 63.9% (2514/3937) did not relate the presence of an FOPWL with dietary risk. Most schoolchildren (3100/3937, 78.7%) preferred to use a mobile phone. Only 38.3% (1509/3937) indicated they preferred a computer. In addition, 47.9% (1885/3937) of caregivers considered that the internet helps in the education of schoolchildren, 82.7% (3254/3937) of caregivers gave permission for schoolchildren to play games with digital devices, and 38% (1495/3937) of caregivers considered that traditional digital games for children are inadequate. Conclusions The results suggest that knowledge about nutrition in Peruvian schoolchildren has limitations. Most schoolchildren have access to the internet, with mobile phones being the device type with the greatest availability and preference for use. Caregivers’ perspectives on games and schoolchildren, including a greater interest in using digital games, provide opportunities for the design and development of serious games to improve schoolchildren’s nutritional knowledge in Peru. Future research is needed to explore the potential of serious games that are tailored to the needs and preferences of both schoolchildren and their caregivers in Peru in order to promote healthy eating.
... " In simple terms, they are video games mimicking real-life scenarios that take the user through different steps, activities, and testing to achieve an end goal or outcome, depending on the target of the game. Therefore, we can deduce that they are virtual platforms providing a realistic environment for users to benefit from by fulfilling the purpose of creating an entertaining learning experience [1]. Serious Games have been around for decades effectuating numerous objectives such as education, healthcare, defense, training, and many more [2][3][4][5][6]. ...
Article
Full-text available
Background Cancer patients are often treated with radiation, therefore increasing their exposure to high energy emissions. In such cases, medical errors may be threatening or fatal, inducing the need to innovate new methods for maximum reduction of irreversible events. Training is an efficient and methodical tool to subject professionals to the real world and heavily educate them on how to perform with minimal errors. An evolving technique for this is Serious Gaming that can fulfill this purpose, especially with the rise of COVID-19 and the shift to the online world, by realistic and visual simulations built to present engaging scenarios. This paper presents the first Serious Game for Lung Cancer Radiotherapy training that embodies Biomedical Engineering principles and clinical experience to create a realistic and precise platform for coherent training. Methods To develop the game, thorough 3D modeling, animation, and gaming fundamentals were utilized to represent the whole clinical process of treatment, along with the scores and progress of every player. The model’s goal is to output coherency and organization for students’ ease of use and progress tracking, and to provide a beneficial educational experience supplementary to the users’ training. It aims to also expand their knowledge and use of skills in critical cases where they must perform crucial decision-making and procedures on patients of different cases. Results At the end of this research, one of the accomplished goals consists of building a realistic model of the different equipment and tools accompanied with the radiotherapy process received by the patient on Maya 2018, including the true beam table, gantry, X-ray tube, CT Scanner, and so on. The serious game itself was then implemented on Unity Scenes with the built models to create a gamified authentic environment that incorporates the 5 main series of steps; Screening, Contouring, External Beam Planning, Plan Evaluation, Treatment, to simulate the practical workflow of an actual Oncology treatment delivery for lung cancer patients. Conclusion This serious game provides an educational and empirical space for training and practice that can be used by students, trainees, and professionals to expand their knowledge and skills in the aim of reducing potential errors.
... Nesse sentido aparecem os serious games como uma forma de usar jogos para ensino ou capacitação [Stokes 2005]. Seu uso tem ganhado popularidade no ensino de Computação [Bai et al. 2020] e tem sido bem aceito tanto por parte dos alunos quanto dos tutores [Dörner and Spierling 2014], apresentando uma dinâmica bem aceita inclusive por alunos que não se sentem intrinsecamente motivados por jogos [Hakulinen 2011]. ...
Conference Paper
Este artigo apresenta a metodologia COMBO (Ciclo Organizado Modular Baseado em Oportunidades) criada para permitir o desenvolvimento de jogos educacionais construtivistas baseados nos princípios de expressividade e explorabilidade. A metodologia foi avaliada e testada por meio do desenvolvimento do jogo Star Owners, que aborda alguns conceitos específicos, mas que não necessitam de conhecimento prévio do estudante/jogador. A elaboração da metodologia propõe mitigar lacunas e erros observados em iniciativas de aplicação e desenvolvimento de jogos educacionais e mostrou-se bem sucedida uma vez que foi realizado o desenvolvimento de um jogo fazendo o uso da COMBO e aplicando o mesmo em sala de aula.
Preprint
Full-text available
Background Digital tools embedded with behaviour change theories can encourage the successful implementation and maintenance of positive lifestyle changes. Keep on Keep up (KOKU) is a wellbeing app offering strength and balance exercises and educational games to raise awareness of fall prevention. We aimed to further develop KOKU using a person-centred approach to support nutritional intake and align with the service users’ needs and priorities to maximise engagement and usability. Methods Initially, adults aged 65 and over were recruited from assisted living facilities across Greater Manchester. Five focus groups involving 33 older adults (aged 69–96 years) were conducted between October and December 2022. A topic guide was used flexibly to understand factors that influence the groups eating habits and explore their thoughts around a digital tool to support nutritional intake. Conversations were audio-recorded, transcribed verbatim and analysed using an inductive thematic approach. Researchers then collaborated with designers to develop a nutrition game based on UK dietary guidelines and findings from the focus groups. The nutrition game was tested with end users in January 2024 before making any necessary changes. Users provided feedback and completed the system usability scale (SUS). Results Four themes emerged from the dataset. The main determinants of food intake were personal preference, perceptions of foods and changes as a result of age-related decline. The ability, engagement and willingness to use digital technology varied among participants but the majority had a positive attitude towards the digital service. A matching pair’s card game was chosen and the educational content was produced by the research team. A prototype of the nutrition game (KOKU-Nut) was tested with 10 end users on an iPad provided by the research team. Feedback was generally positive and the median SUS was 87.5 (IQR: 65, 95) out of 100 indicating the nutrition game had excellent usability. Conclusions We anticipate this person-centred approach will support the uptake and sustained use of KOKU-Nut to empower and educate users to improve their diet.
Article
Full-text available
The use of smartphone-based Serious Games in mental health care is an emerging and promising research field. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user-tailoring and engaging nature) with the capabilities of smartphones (e.g., versatility, ubiquitous connectivity, built-in sensors and anywhere–anytime nature) yields great potential to deliver innovative psychological treatments, which are engaging, effective, fun and always available. This article presents a scoping review, based on the PRISMA (scoping review extension) guidelines, of the field of smartphone-based serious games for mental health care. The review combines an analysis of the technical characteristics, including game design, smartphone and game-specific features, with psychological dimensions, including type and purpose of use, underlying psychological frameworks and strategies. It also explores the integration of psychological features into Serious Games and summarizes the findings of evaluations performed. A systematic search identified 40 smartphone-based Serious Games for mental health care. The majority consist of standalone and self-administrable interventions, applying a myriad of psychological strategies to address a wide range of psychological symptoms and disorders. The findings explore the potential of Serious Games as treatments and for enhancing patient engagement; we conclude by proposing several avenues for future research in order to identify best practices and success factors. Supplementary Information The online version contains supplementary material available at 10.1007/s11042-024-18971-w.
Article
Full-text available
Packy & Marlon, an interactive video game designed to improve self-care among children and adolescents with diabetes, was evaluated in a six-month randomized controlled trial. In the game, players take the role of animated characters who manage their diabetes by monitoring blood glucose, taking insulin injections, and choosing foods, while setting out to save a diabetes summer camp from marauding rats and mice who have stolen the diabetes supplies. Study participants were patients aged 8 to 16 from two separate diabetes clinics. Each participant received a Super Nintendo video game system at an initial clinic visit and was randomly assigned to receive either Packy & Marlon (treatment group, N = 31) or an entertainment video game containing no diabetes-related content (control group, N = 28). Participants were interviewed and a parent filled out a questionnaire at baseline, three months, and six months. The findings in this study indicate that well-designed, educational video games can be effective interventions. There was improvement in the treatment group relative to the control group in terms of diabetes-related self-efficacy, communication with parents and friends about diabetes, and self-care behaviors, and a decrease in unscheduled urgent and emergency doctor visits. Participants in the study were, in general, well-controlled patients who were receiving excellent medical care.
On Maneuvers With the Army's Game Squad
  • S Schiesel
Schiesel, S, (2005, February 17) New York Times, 'On Maneuvers With the Army's Game Squad'
Stokes manages NetAid's digital unit on Education for Global Citizenship and is a
  • G Benjamin
Benjamin G. Stokes manages NetAid's digital unit on Education for Global Citizenship and is a
Video Games and the Future of Learning'. Report published by the Academic ADL Co-Lab
  • D W Shaffer
  • K Squire
  • R Halverson
  • Gee
Shaffer, DW, Squire, K, Halverson, R, & Gee, JP (2004). 'Video Games and the Future of Learning'. Report published by the Academic ADL Co-Lab, Madison, Wisconsin; Retrieved December 12, 2004, from http://www.academiccolab.org/resources/gappspaper1.pdf