This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based on cognitive flow theory, which is expressed in quantitative terms for this purpose. Seven extensive simulation studies involving over 100,000 iterations have demonstrated the stability of the model and its potential as a research instrument for serious gaming. The model allows researchers to deeply investigate quantitative dependences between relevant game variables, gain deeper understanding of how people learn from games, and develop approaches to improving serious game design.
COVER LETTER Heerlen, November 18th 2016Dear editor of the Journal of Computational ScienceHerewith the re-submission JOCS-D-16-00260R1. I appreciate the reviewers' comments and have revised the paper accordingly.Again I declare that the manuscript has not been submitted, considered or published elsewhere. I have closely followed you style and submission instructions (e.g. anonymised version). As the only author of the manuscript, I will obviously be the corresponding author (see details below). Wim Westera is full a professor in learning media, specialised in media for education, in particular gaming and simulation. He holds a PhD in physics and mathematics, and has worked in educational media development and educational technology since the 1980s. He is leading RAGE, which is the principal H2020 research project on applied gaming (rageproject.eu). 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
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The absorbing nature of serious gamesDriven by the successes of the leisure game industry, games increasingly find their way into non-leisure contexts, serving serious purposes. These so-called "serious games" span a wide range of application areas, including training and learning, awareness raising and sensitisation, as well as marketing and the advancement of cultural engagement [1,2]. This paper focuses particularly on games for learning. A principal argument for using games in education and training is the engaging nature of gaming and the motivational power that games display: the ability of hooking and absorbing players in such a way that they can hardly stop playing [3][4][5]. This potential is ascribed to their dynamic, responsive and visualised nature, which goes along with novelty, variation and choice, effecting strong user involvement and providing penetrating learning experiences [4]. In addition, serious games allow for safe experimentation in realistic environments, stimulate problem ownership by role adoption, and allow for learning-by-do...