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Design and evaluation challenges of serious games

Published: 02 April 2005 Publication History

Abstract

As the computer game industry grows, game capabilities and designs are being re-used for purposes other than entertainment. The study of 'Serious Games', i.e. games for education and policy making, is of growing interest in many sectors. This SIG will bring together people interested in the topic area to discuss emerging opportunities and challenges. A panel discussion will cover new uses for games, ways of incorporating new measures such as physiological arousal into traditional usability testing, and ways of pursuing new goals such as peer learning with games. Breakout groups will elaborate on panel topics, and also devise next steps for this interest community. A report of this SIG's outcomes will be submitted to the SIG CHI Bulletin.

References

[1]
Raybourn, E. M., & Waern, A. (2004). Social Learning Through Gaming. In Extended Abstracts of CHI Proceedings 2004. ACM Press.
[2]
Gee, J. P. (2003) What Video Games Have to Teach Us About Learning and Literacy, Palgrave MacMillan, NY.
[3]
Raybourn, E. M. (2003). Design Cycle Usability and Evaluations of an Intercultural Virtual Simulation Game for Collaborative Virtual Learning. In C. Ghaoui (Ed.), Usability Evaluation of Online Learning Programs, Information Science Publishing, 233-53.
[4]
Raybourn. E. M. (in press). Adaptive Thinking and Leadership Training for Cultural Awareness and Communication Competence, Interactive Technology and Smart Education.
[5]
Serious Games Summit. Last retrieved on January 31, 2005. http://www.seriousgamessummit.com/.
[6]
Mandryk, R. & Inkpen, K. (2004). Physiological Indicators for the Evaluation of Co-located Collaborative Play. Proceedings of CSCW 2004. ACM Press.
[7]
Ducheneaut, N. & Moore, R.J. (2004). The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. Proceedings of CSCW 2004, ACM Press.

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  • (2024)Unlocking the Everdoor: analyzing the serious game SpiritfarerEducational technology research and development10.1007/s11423-024-10357-x72:4(1947-1975)Online publication date: 20-Mar-2024
  • (2023)Code Critters: A Block-Based Testing Game2023 IEEE International Conference on Software Testing, Verification and Validation Workshops (ICSTW)10.1109/ICSTW58534.2023.00077(426-429)Online publication date: Apr-2023
  • (2022)Serious Gaming for Behaviour Change: A Systematic ReviewInformation10.3390/info1303014213:3(142)Online publication date: 8-Mar-2022
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cover image ACM Conferences
CHI EA '05: CHI '05 Extended Abstracts on Human Factors in Computing Systems
April 2005
1358 pages
ISBN:1595930027
DOI:10.1145/1056808
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 April 2005

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Author Tags

  1. computer games
  2. design
  3. education
  4. evaluation
  5. interactive simulations
  6. learning
  7. training

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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2024)Unlocking the Everdoor: analyzing the serious game SpiritfarerEducational technology research and development10.1007/s11423-024-10357-x72:4(1947-1975)Online publication date: 20-Mar-2024
  • (2023)Code Critters: A Block-Based Testing Game2023 IEEE International Conference on Software Testing, Verification and Validation Workshops (ICSTW)10.1109/ICSTW58534.2023.00077(426-429)Online publication date: Apr-2023
  • (2022)Serious Gaming for Behaviour Change: A Systematic ReviewInformation10.3390/info1303014213:3(142)Online publication date: 8-Mar-2022
  • (2020)EVALUATION OF INTERACTIVE GAME-BASED LEARNING IN PHYSICS DOMAINJournal of Baltic Science Education10.33225/jbse/20.19.48419:3(484-498)Online publication date: 10-Jun-2020
  • (2019)Seven HCI Grand ChallengesInternational Journal of Human–Computer Interaction10.1080/10447318.2019.161925935:14(1229-1269)Online publication date: 1-Jul-2019
  • (2018)A Co-design Methodology to Design and Develop Serious Educational Games: Integrating the Actors and Challenges in Each PhaseComputing, Analytics and Networks10.1007/978-981-13-0755-3_4(42-52)Online publication date: 7-Jul-2018
  • (2018)Usability Evaluation of the Game Based E-Book System on Natural Science Teaching SystemInnovative Technologies and Learning10.1007/978-3-319-99737-7_49(463-472)Online publication date: 6-Sep-2018
  • (2017)Academic methods for usability evaluation of serious gamesMultimedia Tools and Applications10.1007/s11042-016-3845-976:4(5755-5784)Online publication date: 1-Feb-2017
  • (2016)Pervasive PlayProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2856473(3317-3324)Online publication date: 7-May-2016
  • (2016)Self-regulation influence on game play flow stateComputers in Human Behavior10.1016/j.chb.2015.08.02054:C(341-350)Online publication date: 1-Jan-2016
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