Serious Game Design for and with Adolescents: Empirically based implications for purposeful games

Barbara Göbl (Corresponding author), Dayana Hristova, Suzana Jovicic, Helmut Hlavacs

Publications: Contribution to bookContribution to proceedingsPeer Reviewed

Abstract

Serious games have been successfully implemented in many fields in recent years. Along the way, the call for audience specific solutions rose within the game community. In the course of a project focusing on fostering social media literacy among adolescents, we have developed a design for a serious game tailored to this specific age group. We present the results of a survey conducted among Austrian youths ($$N=86$$) in which the participants reported on their gaming preferences and habits. The results are supplemented with data from participatory design workshops. Considering prospective players, their resources, play environments, and the game’s characteristic goal, we provide general directions for serious game design for adolescents and address ethical questions.

Original languageEnglish
Title of host publicationHCI in Games
Subtitle of host publicationSecond International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings
EditorsXiaowen Fang
Place of PublicationCham
PublisherSpringer
Pages398-410
Number of pages13
Volume12211
Edition1
ISBN (Electronic)978-3-030-50164-8
ISBN (Print)978-3-030-50163-1
DOIs
Publication statusPublished - 2020

Publication series

SeriesLecture Notes in Computer Science
ISSN0302-9743

Austrian Fields of Science 2012

  • 102013 Human-computer interaction

Keywords

  • Characteristics and demographics
  • Development methodology
  • Game based learning
  • Mobile games
  • Player personality
  • Serious games

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