@inproceedings{31449289427a420e91554db2726688ba,
title = "Serious Game Design for and with Adolescents: Empirically based implications for purposeful games",
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{\textquoteright}s characteristic goal, we provide general directions for serious game design for adolescents and address ethical questions.",
keywords = "Characteristics and demographics, Development methodology, Game based learning, Mobile games, Player personality, Serious games",
author = "Barbara G{\"o}bl and Dayana Hristova and Suzana Jovicic and Helmut Hlavacs",
note = "Publisher Copyright: {\textcopyright} Springer Nature Switzerland AG 2020.",
year = "2020",
doi = "10.1007/978-3-030-50164-8_29",
language = "English",
isbn = "978-3-030-50163-1",
volume = "12211",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "398--410",
editor = "Xiaowen Fang",
booktitle = "HCI in Games",
edition = "1",
}