2018
DOI: 10.1177/1046878118808826
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Using the SGDA Framework to Design and Evaluate Research Games

Abstract: Background. Several HCI researchers have started to use game design elements in their research to create playful methods for involving end-users in design. Similar to serious games, such research games serve a dual purpose: 1) to create an enjoyable experience for research participants, and 2) to collect user insights to inform the design process. Aim. We propose that the Serious Game Design Assessment (SGDA) Framework, that evaluates both a game’s enjoyable purposes and its serious purposes, may be a valuabl… Show more

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Cited by 10 publications
(6 citation statements)
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References 24 publications
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“…We are designing and developing the game in a well-established co-design iterative process consisting of the steps Determine objectives, Evaluate, Identify issues, Re-design, Test. In this development cycle, the evaluation is done through the standard SGDA framework, the Serious Game Design Assessment framework [15], addressing such aspects as "Can the player relate to the presented narrative and visuals? ", "Is the game experience user-friendly for-and accessible to a novice player?…”
Section: Discussionmentioning
confidence: 99%
“…We are designing and developing the game in a well-established co-design iterative process consisting of the steps Determine objectives, Evaluate, Identify issues, Re-design, Test. In this development cycle, the evaluation is done through the standard SGDA framework, the Serious Game Design Assessment framework [15], addressing such aspects as "Can the player relate to the presented narrative and visuals? ", "Is the game experience user-friendly for-and accessible to a novice player?…”
Section: Discussionmentioning
confidence: 99%
“…Seit seiner Veröffentlichung im Jahr 2012 wurde das Framework in unterschiedlichen wissenschaftlichen Kontexten aufgegriffen, zum Beispiel in der Entwicklung und Bewertung von Forschungsspielen (Geerts et al 2018), in der Analyse von Innovationsprozessen (Ma et al 2019)…”
Section: Fazitunclassified
“…Wetzel, Bachour, and Flintham (2019) elaborate on the process of co-creating an online alternate reality game together with artists, which aimed to gain insights in how provenance is perceived, and may help to understand how a machine-readable format for provenance info can be displayed to people in a comprehensible way. Geerts et al (2019) present three non-digital games they created for eliciting user needs and ideation purposes early in the design processes and discuss the structured approach they applied in designing and evaluating these research games. Finally, Gundry and Deterding (2019) identify the challenges posed by using games for data collection and how to deal with possible validity threats.…”
Section: The Content Of This Special Issuementioning
confidence: 99%