Skip to main content

Future Directions in Games for Serious Contexts: A Conversation About Transferability

  • Chapter
  • First Online:
Software Engineering for Games in Serious Contexts

Abstract

This chapter provides a conversation in the form of an opinion piece about strategies commonly utilized in games that can be “transferred” to Serious Games (SGs) and games for serious contexts. The aim of this chapter is to provide different perspectives and examples that are currently utilized by entertainment games that could be utilized in SG development. SGs are often developed for particular situations, and with that, the development process might be attached to specific stakeholders, becoming, most of the time, a “one-off” product, which may limit the SG life cycle and game repurposing. This chapter brings with three complementary perspectives to address future challenges and opportunities regarding emerging aspects of player agency and SG modification and transferability across different contexts. First, we discuss emergent possibilities, bringing examples from digital entertainment transferability. Second, we take into consideration “modding” strategies to provide insights for SG modification and transferability, discussing the role of the “context” in games development. Third, we demonstrate the importance of AI emotion modelling to inform better game design. To conclude, we respond to these ideas and provide suggestions for SG research and practice.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 139.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Alvarez, J., Djaouti, D., Louchart, S., Lebrun, Y., Zary, N., Lepreux, S., Kolski, C.: A formal approach to distinguish games, toys, serious games & toys, serious re-purposing & modding and simulators. IEEE Trans. Games. (2022).

    Google Scholar 

  2. Protopsaltis, A., Panzoli, D., Dunwell, I., de Freitas, S.: Repurposing serious games in health care education. IFMBE Proc. 29, 963–966 (2010)

    Article  Google Scholar 

  3. Chettoor Jayakrishnan, G., Banahatti, V., Lodha, S.: GOVID: repurposing serious game for enterprise COVID-19 awareness. ACM Int. Conf. Proc. Ser., 11–18 (2021)

    Google Scholar 

  4. Gómez-Rodríguez, A., González-Moreno, J.C., Ramos-Valcárcel, D., Vázquez-López, L.: Modeling serious games using AOSE methodologies. In: International Conference on Intelligent Systems Design and Applications, ISDA, pp. 53–58 (2011)

    Google Scholar 

  5. Ninaus, M., Nebel, S.: A systematic literature review of analytics for adaptivity within educational video games. Front. Educ. (Lausanne). 5, 308 (2021)

    Google Scholar 

  6. Wen, A.: Before I Forget: the video game that tackles dementia | Games | The Guardian. https://www.theguardian.com/games/2018/jun/06/before-i-forget-early-onset-dementia-video-game. Accessed 17 Nov 2022

  7. Schell, J.: The Art of Game Design, a Book of Lenses. (2008).

    Book  Google Scholar 

  8. Lloyd, J.: How Hellblade: Senua’s Sacrifice deals with psychosis | BBC Science Focus Magazine. https://www.sciencefocus.com/the-human-body/how-hellblade-senuas-sacrifice-deals-with-psychosis/. Accessed 17 Nov 2022

  9. Jenkins, H., Squire, K., Tan, P.: You can’t bring that game to school! In: Laurel, B. (ed.) Design Research: Methods and Perspectives, p. 334. MIT Press, Cambridge, MA (2003)

    Google Scholar 

  10. Abbott, D.: Modding tabletop games for education. In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (2019)

    Google Scholar 

  11. Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books (1998)

    Google Scholar 

  12. Hunicke, R., Leblanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: Workshop on Challenges in Game AI, pp. 1–4 (2004)

    Google Scholar 

  13. Vargas, J.A., García-Mundo, L., Genero, M., Piattini, M.: A systematic mapping study on Serious Game quality. ACM Int. Conf. Proc. Ser. (2014)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Vanissa Wanick .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Wanick, V., Stallwood, J., Xavier, G. (2023). Future Directions in Games for Serious Contexts: A Conversation About Transferability. In: Cooper, K.M.L., Bucchiarone, A. (eds) Software Engineering for Games in Serious Contexts. Springer, Cham. https://doi.org/10.1007/978-3-031-33338-5_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-33338-5_7

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-33337-8

  • Online ISBN: 978-3-031-33338-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics