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Beyond rules of play : rethinking play in serious game design assessment frameworks

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dc.contributor.author Boukaram, Natalia Lyzanne
dc.date.accessioned 2020-09-29T10:41:20Z
dc.date.available 2020-09-29T10:41:20Z
dc.date.issued 2018
dc.identifier.citation Boukaram, N. L. (2018). Beyond rules of play : Rethinking play in serious game design assessment framworks (Master's thesis, Notre Dame University-Louaize, Zouk Mosbeh, Lebanon). Retrieved from http://ir.ndu.edu.lb/123456789/1224 en_US
dc.identifier.uri http://ir.ndu.edu.lb/123456789/1224
dc.description M.A. -- Faculty of Architecture, Art and Design, Notre Dame University, Louaize, 2018; "A thesis submitted in partial fulfillment for the degree of Master of Arts in Design."; Includes bibliographical references (leaves 118-125). en_US
dc.description.abstract It is widely acknowledged that video games can provide an engaging, motivating, and fun experience, but their capacity to constitute learning experiences is less known and their learning experiences are usually an accidental side effect. The digital gaming community has branched over to games that aim to leverage the power of play to support specific activities, such as therapeutic, educational, or organizational training activities; called serious games. After reviewing underpinning theories, key literatures, and challenges and issues involved in the process of serious game design; it is quickly recognized that there are necessary conditions that should be present and active for play to occur, be sustained, and have a positive impact. To guide the possibilities offered by serious games, experts have developed theoretical frameworks, which balance theories from human development and game design, to underpin effective serious game design and development by structuring their formal components and the relationship between the components. These frameworks help draw out useful interpretations and limitations of a serious game's design. Suspiciously, however, research that gives support to the impact of serious games has received less attention. Through a closer look at play in these frameworks, it is uncovered that they focus on in-game components and serious game requirements, but lack a player-centric approach to play. To enhance the analysis of how a serious game connects its purpose with in-game components or how it combines entertainment and learning objectives, a conceptual framework called the Player-Centric Approach to Serious Game Design Assessment (PCASGDA) is synthesized. The PCASGDA model supports a systematic and detailed representation of serious games, depicting the ways that game elements are connected to each other throughout this type of game and how these elements contribute to the realization of the serious game's purpose. Five case studies (Re-mission, SPARX, Elude, Sym and The Everyday Adventures of Samantha Browne) appraise the PCASGDA model's ability to argue a serious game's impact through a more exhaustive decomposition of its formal components. en_US
dc.format.extent xii, 125 leaves : illustrations
dc.language.iso en en_US
dc.publisher Notre Dame University-Louaize en_US
dc.rights Attribution-NonCommercial-NoDerivs 3.0 United States *
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/us/ *
dc.subject.lcsh Video games--Rules
dc.subject.lcsh Video games--Design
dc.subject.lcsh Educational games
dc.subject.lcsh Artificial intelligence
dc.subject.lcsh Evaluation
dc.subject.lcsh Electronic games
dc.title Beyond rules of play : rethinking play in serious game design assessment frameworks en_US
dc.type Thesis en_US
dc.rights.license This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 United States License. (CC BY-NC 3.0 US)
dc.contributor.supervisor Mahmoud, Samir, Ph.D. en_US
dc.contributor.department Notre Dame University-Louaize. Department of Design en_US


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