Blumberg et al. (2013). Serious games: What are they? What do they do? Why should we play them? - Article summary

Serious games are designed to educate and entertain the user and promote behavioural change via the incorporation of prosocial messages embedded within gameplay. However, there is no consensus on the definition of serious games. It is possible that simulations could qualify as serious games, as some simulations consist of a challenge and have a clear learning goal.

Virtual worlds refer to three-dimensional environments in which social interaction figures more prominently than in the context of games or simulations. Young people may be highly susceptible to learning in digital environments (e.g. serious games) because they are ‘fluent’ and immersed in digital media.

The social cognitive theory (SCT) emphasizes observational learning. Self-efficacy is important for the theory. According to this theory, self-efficacy is enhanced through repeated gameplay and executions of behaviours needed to master a given game. This newly acquired self-efficacy is thought to transfer from the game to the real world.

The self-regulated learning theory states that individuals seek to manage their cognitions, behaviours and learning in pursuit of a given goal. Self-regulatory skills include goal setting (1), goal monitoring (2) and review of progress (3).

The self-determination theory (SDT) states that individuals have innate tendencies toward psychological growth. These tendencies can be facilitated or undermined by the social context via the satisfaction of the basic needs of autonomy (1), competence (2) and relatedness (3). Serious games designed according to the self-determination theory develop competence through task completion, allows for choice to develop autonomy and connect relevant goals to factors (e.g. personal values) that exist outside of the gaming environment.

The elaboration likelihood model (ELM) states that there are two routes through which attitudes are formed when encountering persuasive messages, the central and peripheral processing routes. The central route entails processing and analysing of the argument posed by the message in a relatively deep fashion, making the resulting attitude change stable and enduring. The ability to critically evaluate the argument and motivation influence the central route. The peripheral route entails the processing of relatively superficial aspects of the message (e.g. attractiveness, credibility). The resulting attitude change is temporary and unstable.

Serious games developed according to ELM use tailoring, the customization of messages to the characteristics or culture of the player to increase the personal relevance and importance of a given game message. Furthermore, the likelihood that this message will be processed centrally is enhanced.

There are several aspects of serious games:

  1. Immersion
    This refers to the players’ sense of presence within the game. The perceived immersion is linked to enjoyment of the game. The presence can be defined according to spatial, social and self dimensions. Spatial presence refers to the sense of being physically embodied in the game environment. Social presence refers to the sense of interacting with virtual actors as if they were real. Self presence refers to the extent to which the virtual persona is experienced as the actual self. Presence is higher with a self-created avatar and when playing cooperatively.
  2. Identity
    This refers to the ability to enfranchise players into the game world environment. This identification could engage players. This can be facilitated by allowing avatar creating and avatar editing.
  3. Interactivity
    This refers to the players’ ability to initiate and receive feedback for actions during the game, whereby such actions influence the course of events that occur during the game. This feature can lead to encouraging, sustaining and managing game play. The ability to control and customize the pace (1), interface (2), level of challenge (3) and receive immediate feedback (4) sustains attention and engagement.
  4. Agency or control
    This refers to the ability to regulate aspects of gameplay and contributes to player’s  enjoyment. Reduced control may not necessarily decrease player’s enjoyment but reduced interactivity is likely to decrease player’s enjoyment. A loss of control may be seen as a challenge, which increases enjoyment.
  5. Challenge
    This refers to the varying degrees of complexity that are possible within a game based on one’s actions and are seen as contingent on the balance between the difficulty of the task and the player’s ability or skill set. Challenge is a contributor to intrinsic motivation in games.
  6. Narrative
    This refers to a connection between the creator and the audience and narrative makes people more likely to continue playing. It facilitates co-constructed plans between the player and the game and allows the player to experience diverse game threads rather than a single episodic sequence. It may serve as a sense-making tool that helps players attach personal relevance to the game’s story.
  7. Feedback
    This helps to regulate the flow of gameplay. It provides information about the efficacy of game actions and helps to sustain interest in continuing game play. This is most effective when integrated into gameplay and non-disruptive.

Educational games that provide feedback about players’ performance and tailor tasks or challenges to the player’s current capabilities are most likely to facilitate immersion. Multimodality refers to the presentation of game content knowledge through a combination of two or more sensory modalities. This could enhance learning.

 

Image

Access: 
Public

Image

Join WorldSupporter!
This content is used in:

Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]

Search a summary

Image

 

 

Contributions: posts

Help other WorldSupporters with additions, improvements and tips

Add new contribution

CAPTCHA
This question is for testing whether or not you are a human visitor and to prevent automated spam submissions.
Image CAPTCHA
Enter the characters shown in the image.

Image

Spotlight: topics

Check the related and most recent topics and summaries:
Institutions, jobs and organizations:
Activity abroad, study field of working area:
This content is also used in .....

Image

Check how to use summaries on WorldSupporter.org

Online access to all summaries, study notes en practice exams

How and why use WorldSupporter.org for your summaries and study assistance?

  • For free use of many of the summaries and study aids provided or collected by your fellow students.
  • For free use of many of the lecture and study group notes, exam questions and practice questions.
  • For use of all exclusive summaries and study assistance for those who are member with JoHo WorldSupporter with online access
  • For compiling your own materials and contributions with relevant study help
  • For sharing and finding relevant and interesting summaries, documents, notes, blogs, tips, videos, discussions, activities, recipes, side jobs and more.

Using and finding summaries, notes and practice exams on JoHo WorldSupporter

There are several ways to navigate the large amount of summaries, study notes en practice exams on JoHo WorldSupporter.

  1. Use the summaries home pages for your study or field of study
  2. Use the check and search pages for summaries and study aids by field of study, subject or faculty
  3. Use and follow your (study) organization
    • by using your own student organization as a starting point, and continuing to follow it, easily discover which study materials are relevant to you
    • this option is only available through partner organizations
  4. Check or follow authors or other WorldSupporters
  5. Use the menu above each page to go to the main theme pages for summaries
    • Theme pages can be found for international studies as well as Dutch studies

Do you want to share your summaries with JoHo WorldSupporter and its visitors?

Quicklinks to fields of study for summaries and study assistance

Main summaries home pages:

Main study fields:

Main study fields NL:

Follow the author: JesperN
Work for WorldSupporter

Image

JoHo can really use your help!  Check out the various student jobs here that match your studies, improve your competencies, strengthen your CV and contribute to a more tolerant world

Working for JoHo as a student in Leyden

Parttime werken voor JoHo

Statistics
1927