2021
DOI: 10.3390/mti5030008
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Designing Multiplayer Serious Games with Science Content

Abstract: Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of … Show more

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Cited by 14 publications
(6 citation statements)
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References 29 publications
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“…Serious games in multiplayer mode encourage interactions and engagement among players (Garneli et al, 2021). Positive engagement during gaming sessions carves out an easy path for the students to achieve the learning objectives (García‐Bárcena & García‐Crespo, 2007; Vasiliou & Economides, 2007).…”
Section: Features Of Successful Gamesmentioning
confidence: 99%
“…Serious games in multiplayer mode encourage interactions and engagement among players (Garneli et al, 2021). Positive engagement during gaming sessions carves out an easy path for the students to achieve the learning objectives (García‐Bárcena & García‐Crespo, 2007; Vasiliou & Economides, 2007).…”
Section: Features Of Successful Gamesmentioning
confidence: 99%
“…Em relação ao número de participantes do jogo, a preferência pelo modo multiplayer foi unânime, sem qualquer referência ao modo single player, sendo assim evidente a relevância da inclusão desta característica no jogo. Efetivamente, o recurso a uma metodologia de multiplayer serious game tem sido apontado como contendo o potencial de facilitar a integração de conteúdos relacionados com as ciências (Garneli et al, 2021) e de criar um maior nível de envolvimento dos jogadores, comparativamente com jogos em modo single player (Gitarana et al, 2020) Em relação ao tempo de jogo, sete a dez minutos, este foi caraterizado pelos adolescentes como adequado, o que valida a duração idealizada para o mesmo. No parâmetro relativo ao uso do jogo mais que uma vez, os participantes contemplavam fazê-lo.…”
Section: Tabelaunclassified
“…The simulation experience developed in this application fall under the Planning Simulations classification which presents to the user the selection and preparation of business plans with what-if models [50][51][52][53][54]. In this case, the business models appear in the form of servitization plans that could be experienced in real-time through the 3D gamification process.…”
Section: Integrating Howdens Deas Offer With the Game Conceptmentioning
confidence: 99%