Loading…
An activity theory-based model for serious games analysis and conceptual design
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help under...
Saved in:
Published in: | Computers and education 2015-09, Vol.87, p.166-181 |
---|---|
Main Authors: | , , , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363 |
---|---|
cites | cdi_FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363 |
container_end_page | 181 |
container_issue | |
container_start_page | 166 |
container_title | Computers and education |
container_volume | 87 |
creator | Carvalho, Maira B. Bellotti, Francesco Berta, Riccardo De Gloria, Alessandro Sedano, Carolina Islas Hauge, Jannicke Baalsrud Hu, Jun Rauterberg, Matthias |
description | There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives.
•We present a model for serious games analysis and conceptual design, called ATMSG.•Activity theory is used as the underlying theoretical framework.•ATMSG supports a systematic and detailed representation of educational serious games.•ATMSG depicts how the combination of serious games elements supports pedagogical goals.•A taxonomy of serious games elements is presented to assist the analysis of SGs. |
doi_str_mv | 10.1016/j.compedu.2015.03.023 |
format | article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1762110338</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><els_id>S0360131515001050</els_id><sourcerecordid>1762110338</sourcerecordid><originalsourceid>FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363</originalsourceid><addsrcrecordid>eNqFkE1OwzAQhS0EEqVwBKQs2SSMYydOV6iq-JMqwQIkdpZjj4urJA52Uqm34SycjFRlz2pm8d6b-R4h1xQyCrS83Wbatz2aMcuBFhmwDHJ2Qma0EiwVVf5xSmbASkgpo8U5uYhxCwC85MWMvC67ROnB7dywT4ZP9GGf1iqiSVpvsEmsD0nE4PwYk41qMSaqU80-usNifr617zT2w6iaxGB0m-6SnFnVRLz6m3Py_nD_tnpK1y-Pz6vlOtW8KIaUs6qsrbWclUoIbq1BjRa1qXLG-QImghysKEXNrAJdK46iMLwAtqBQsZLNyc0xtw_-a8Q4yNZFjU2jOpyelVSUOaXAWDVJi6NUBx9jQCv74FoV9pKCPDQot_KvQXloUAKT0_3Jd3f04cSxcxhk1A4nXuMC6kEa7_5J-AXsiH4l</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1762110338</pqid></control><display><type>article</type><title>An activity theory-based model for serious games analysis and conceptual design</title><source>Elsevier</source><creator>Carvalho, Maira B. ; Bellotti, Francesco ; Berta, Riccardo ; De Gloria, Alessandro ; Sedano, Carolina Islas ; Hauge, Jannicke Baalsrud ; Hu, Jun ; Rauterberg, Matthias</creator><creatorcontrib>Carvalho, Maira B. ; Bellotti, Francesco ; Berta, Riccardo ; De Gloria, Alessandro ; Sedano, Carolina Islas ; Hauge, Jannicke Baalsrud ; Hu, Jun ; Rauterberg, Matthias</creatorcontrib><description>There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives.
•We present a model for serious games analysis and conceptual design, called ATMSG.•Activity theory is used as the underlying theoretical framework.•ATMSG supports a systematic and detailed representation of educational serious games.•ATMSG depicts how the combination of serious games elements supports pedagogical goals.•A taxonomy of serious games elements is presented to assist the analysis of SGs.</description><identifier>ISSN: 0360-1315</identifier><identifier>EISSN: 1873-782X</identifier><identifier>DOI: 10.1016/j.compedu.2015.03.023</identifier><language>eng</language><publisher>Elsevier Ltd</publisher><subject>Activity theory ; Computer simulation ; Concretes ; Design engineering ; Education ; Educational serious games ; Game theory ; Games ; Mathematical models ; Representations ; Serious games ; Serious games analysis ; Serious games design</subject><ispartof>Computers and education, 2015-09, Vol.87, p.166-181</ispartof><rights>2015 Elsevier Ltd</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363</citedby><cites>FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363</cites><orcidid>0000-0003-3349-3262 ; 0000-0003-1937-3969</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,777,781,27905,27906</link.rule.ids></links><search><creatorcontrib>Carvalho, Maira B.</creatorcontrib><creatorcontrib>Bellotti, Francesco</creatorcontrib><creatorcontrib>Berta, Riccardo</creatorcontrib><creatorcontrib>De Gloria, Alessandro</creatorcontrib><creatorcontrib>Sedano, Carolina Islas</creatorcontrib><creatorcontrib>Hauge, Jannicke Baalsrud</creatorcontrib><creatorcontrib>Hu, Jun</creatorcontrib><creatorcontrib>Rauterberg, Matthias</creatorcontrib><title>An activity theory-based model for serious games analysis and conceptual design</title><title>Computers and education</title><description>There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives.
•We present a model for serious games analysis and conceptual design, called ATMSG.•Activity theory is used as the underlying theoretical framework.•ATMSG supports a systematic and detailed representation of educational serious games.•ATMSG depicts how the combination of serious games elements supports pedagogical goals.•A taxonomy of serious games elements is presented to assist the analysis of SGs.</description><subject>Activity theory</subject><subject>Computer simulation</subject><subject>Concretes</subject><subject>Design engineering</subject><subject>Education</subject><subject>Educational serious games</subject><subject>Game theory</subject><subject>Games</subject><subject>Mathematical models</subject><subject>Representations</subject><subject>Serious games</subject><subject>Serious games analysis</subject><subject>Serious games design</subject><issn>0360-1315</issn><issn>1873-782X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><recordid>eNqFkE1OwzAQhS0EEqVwBKQs2SSMYydOV6iq-JMqwQIkdpZjj4urJA52Uqm34SycjFRlz2pm8d6b-R4h1xQyCrS83Wbatz2aMcuBFhmwDHJ2Qma0EiwVVf5xSmbASkgpo8U5uYhxCwC85MWMvC67ROnB7dywT4ZP9GGf1iqiSVpvsEmsD0nE4PwYk41qMSaqU80-usNifr617zT2w6iaxGB0m-6SnFnVRLz6m3Py_nD_tnpK1y-Pz6vlOtW8KIaUs6qsrbWclUoIbq1BjRa1qXLG-QImghysKEXNrAJdK46iMLwAtqBQsZLNyc0xtw_-a8Q4yNZFjU2jOpyelVSUOaXAWDVJi6NUBx9jQCv74FoV9pKCPDQot_KvQXloUAKT0_3Jd3f04cSxcxhk1A4nXuMC6kEa7_5J-AXsiH4l</recordid><startdate>20150901</startdate><enddate>20150901</enddate><creator>Carvalho, Maira B.</creator><creator>Bellotti, Francesco</creator><creator>Berta, Riccardo</creator><creator>De Gloria, Alessandro</creator><creator>Sedano, Carolina Islas</creator><creator>Hauge, Jannicke Baalsrud</creator><creator>Hu, Jun</creator><creator>Rauterberg, Matthias</creator><general>Elsevier Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><orcidid>https://orcid.org/0000-0003-3349-3262</orcidid><orcidid>https://orcid.org/0000-0003-1937-3969</orcidid></search><sort><creationdate>20150901</creationdate><title>An activity theory-based model for serious games analysis and conceptual design</title><author>Carvalho, Maira B. ; Bellotti, Francesco ; Berta, Riccardo ; De Gloria, Alessandro ; Sedano, Carolina Islas ; Hauge, Jannicke Baalsrud ; Hu, Jun ; Rauterberg, Matthias</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Activity theory</topic><topic>Computer simulation</topic><topic>Concretes</topic><topic>Design engineering</topic><topic>Education</topic><topic>Educational serious games</topic><topic>Game theory</topic><topic>Games</topic><topic>Mathematical models</topic><topic>Representations</topic><topic>Serious games</topic><topic>Serious games analysis</topic><topic>Serious games design</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Carvalho, Maira B.</creatorcontrib><creatorcontrib>Bellotti, Francesco</creatorcontrib><creatorcontrib>Berta, Riccardo</creatorcontrib><creatorcontrib>De Gloria, Alessandro</creatorcontrib><creatorcontrib>Sedano, Carolina Islas</creatorcontrib><creatorcontrib>Hauge, Jannicke Baalsrud</creatorcontrib><creatorcontrib>Hu, Jun</creatorcontrib><creatorcontrib>Rauterberg, Matthias</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computers and education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Carvalho, Maira B.</au><au>Bellotti, Francesco</au><au>Berta, Riccardo</au><au>De Gloria, Alessandro</au><au>Sedano, Carolina Islas</au><au>Hauge, Jannicke Baalsrud</au><au>Hu, Jun</au><au>Rauterberg, Matthias</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>An activity theory-based model for serious games analysis and conceptual design</atitle><jtitle>Computers and education</jtitle><date>2015-09-01</date><risdate>2015</risdate><volume>87</volume><spage>166</spage><epage>181</epage><pages>166-181</pages><issn>0360-1315</issn><eissn>1873-782X</eissn><abstract>There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives.
•We present a model for serious games analysis and conceptual design, called ATMSG.•Activity theory is used as the underlying theoretical framework.•ATMSG supports a systematic and detailed representation of educational serious games.•ATMSG depicts how the combination of serious games elements supports pedagogical goals.•A taxonomy of serious games elements is presented to assist the analysis of SGs.</abstract><pub>Elsevier Ltd</pub><doi>10.1016/j.compedu.2015.03.023</doi><tpages>16</tpages><orcidid>https://orcid.org/0000-0003-3349-3262</orcidid><orcidid>https://orcid.org/0000-0003-1937-3969</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0360-1315 |
ispartof | Computers and education, 2015-09, Vol.87, p.166-181 |
issn | 0360-1315 1873-782X |
language | eng |
recordid | cdi_proquest_miscellaneous_1762110338 |
source | Elsevier |
subjects | Activity theory Computer simulation Concretes Design engineering Education Educational serious games Game theory Games Mathematical models Representations Serious games Serious games analysis Serious games design |
title | An activity theory-based model for serious games analysis and conceptual design |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-20T05%3A57%3A32IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=An%20activity%20theory-based%20model%20for%20serious%20games%20analysis%20and%C2%A0conceptual%20design&rft.jtitle=Computers%20and%20education&rft.au=Carvalho,%20Maira%20B.&rft.date=2015-09-01&rft.volume=87&rft.spage=166&rft.epage=181&rft.pages=166-181&rft.issn=0360-1315&rft.eissn=1873-782X&rft_id=info:doi/10.1016/j.compedu.2015.03.023&rft_dat=%3Cproquest_cross%3E1762110338%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c455t-4386bfff436a774ffdecefecd823449002320f767b3fa0cba4e75d45039108363%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=1762110338&rft_id=info:pmid/&rfr_iscdi=true |