What is it about?
The study is based on 32 participants, who were included in a formative evaluation within two evaluations (E1 and E2). E1 included an evaluation of 10 university students. E2 consisted of 22 students from a Danish gymnasium, where the game was part a project related to the plastic crisis. Both evaluations followed the same self-reporting methodology, which used a questionnaire and interviews. The findings reveal that most of the participants were engaged and immersed in the serious game, and that they had a high attentional focus. The findings also revealed that the game needs to be improved in terms of usability, aesthetic appeal, and the implementation of additional learning objectives.
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Why is it important?
This study’s novelty derives from its measurement of high engagement and immersion in a rather simple platform game about the plastic crisis. Furthermore, this study is intended to emphasize important elements when designing serious games, including content, learning objectives, and the quality of the game’s title.
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This page is a summary of: How can a serious game be designed to provide engagement with and awareness of the plastic crisis as part of UN's SDGs, September 2021, ACM (Association for Computing Machinery),
DOI: 10.1145/3462203.3475887.
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