Serious Games Evaluation: Processes, Models, and Concepts

  title={Serious Games Evaluation: Processes, Models, and Concepts},
  author={Katharina Emmerich and Mareike Bockholt},
  booktitle={Entertainment Computing and Serious Games},
Serious games are developed with the goal of having a certain impact on players which goes beyond mere entertainment. [] Key Result These examples are intended to demonstrate how the presented abstract models can be applied in concrete evaluation procedures.
Dive Deeper
The results show that adding additional game mechanics to a core gameplay loop did not lead to participants playing more or longer, nor did it improve their game experience, while the effect of perceived value deserves further study.
Analysing the Relevance of Serious Game Elements for Effectively Teaching Innovation Processes
This paper explores the use of Serious Game Design Assessment (SGDA) framework to analyse IP board games and makes recommendations to complement the SGDA framework with Game and Learning Mechanics, and real-world information.
Planning the Design and Execution of Student Performance Assessment in Serious Games
AvaliaJS can be used to support the team in the planning, documentation and development of artifacts and data collection in SGs, as well as in the execution of the assessment, learning measurement and constant and personalized feedback for students.
Assessment of Hybrid Board Game-Based Learning Outcomes Using the Beatty Theoretical Framework
A video game assessment framework, as outlined in Beatty (2014), was applied from April to August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt game, indicating that the framework could provide a solution for assessing hybrid board games, subject to some adjustments.
Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
The findings of this work can assist H CI-SG designers for designing PD-related HCI-SGs, as the most significant game-design factors were identified, in terms of adding value to the role of HCI -SGs in increasing PD patients’ quality of life, optimizing the interaction with personalized HCI, and, hence, fostering a collaborative human-computer symbiosis.
  • Tetiana Luhova
  • Education
  • 2021
The article substantiates the use of serious games for training in the specialty 061 Journalism. Serious games are viewed as information and communication technologies for training journalists.
Serious games in business process management: a systematic literature review
This first SLR about BPM games consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability and identifies thoroughly evaluated games relevant to their learning objectives.
On Exploring Design Elements in Assistive Serious Games for Parkinson’s Disease Patients: The i-PROGNOSIS Exergames Paradigm
  • S. Dias, J. Diniz, L. Hadjileontiadis
  • Engineering
    2018 2nd International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW)
  • 2018
The findings of the proposed analysis can assist game designers to focus on the use of significant parameters during the designing process of Exergames for PD patients and maximize the positive effect of the SGs in their quality of daily life.
Roman Palace: A Videogame for Foreign-Language Vocabulary Retention
The goal of this work was to develop a serious game which would aid in the retention of foreign-language non-contextualized vocabulary items in different age categories. To this end, the loci method
The intent is to understand the essential, the similar and the different categories not only for development, but also for evaluation of innovation and design games, and in turn, help educators identify appropriate games for their learning objectives and curricula.


Assessment in and of Serious Games: An Overview
This paper first reviews related literature regarding the educational effectiveness of serious games, then discusses how to assess the learning impact, and suggests two major directions for future research: characterization of the player's activity and better integration of assessment in games.
Purposeful by design?: a serious game design assessment framework
It is argued that analyzing a game's formal conceptual design, its elements, and their relation to each other based on the game's purpose is a constructive first step in assessing serious games.
A framework to improve evaluation in educational games
How user interaction data is collected in the most automatic and seamless way possible, how to analyze the data to extract relevant information, and how to present this information in a usable way to educators so they achieve the maximum benefit from the experience are discussed.
Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games
The research and evaluation of serious games: Toward a comprehensive methodology
The authors present the methodology and dataset, which form a sound foundation for forthcoming publications on the empirical results, which comprises data on 2488 respondents in higher education or work organizations.
Serious games as new educational tools: how effective are they? A meta-analysis of recent studies
The objective was to review the results of experimental studies designed to examine the effectiveness of VGs and SGs on players' learning and engagement and stress the limitations of the existing literature and make a number of suggestions for future studies.
Serious Games Analytics: Theoretical Framework
Since the performance metrics from one industry are unlikely to transfer well into another industry, those that are optimal for use in the Serious Games industry must be properly identified as Serious Games Analytics—to properly measure, assess, and improve performance with serious games.
Challenges in the Development and Evaluation of Immersive Digital Educational Games
A conceptual framework is described and related issues and solutions in the identification of three major challenges for the development and evaluation of Immersive Digital Educational Games (IDEGs) are addressed.
Serious Games: Games That Educate, Train, and Inform
Coverage includes- David "RM" Michael has been a successful independent software developer for over 10 years, working in a variety of industries, including video games. He is the owner of DavidRM
Evaluating User Experience in Games - Concepts and Methods
  • R. Bernhaupt
  • Computer Science
    Human-Computer Interaction Series
  • 2010
Evaluating User Experiences in Games presents a broad range of user experience evaluation methods and concepts and shows how methods can be also applied to a more general HCI context.