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dc.contributor.authorMarsh, T
dc.contributor.authorCostello, B
dc.date.accessioned2018-03-02T12:31:00Z
dc.date.available2018-03-02T12:31:00Z
dc.date.issued2012
dc.identifier.isbn9783642336867
dc.identifier.issn0302-9743
dc.identifier.doi10.1007/978-3-642-33687-4_22
dc.identifier.urihttp://hdl.handle.net/10072/67841
dc.description.abstractThis paper discusses the conceptual, practical and ethical considera- tions towards the development of a framework of experience to inform design and assessment of serious games. Towards this, we review the literature on experience in interaction design, HCI, and games, and identify that the dominant focus for design has been, and still remains, on positive and fun experience. In contrast, anything other than positive experience is often loosely and sometimes inappropriately lumped together under the broad label "negative experience" which can imply bad experience and something to be avoided, while at the same time suggesting it's not useful to design. While work in HCI and the games lite- rature begins to address experience beyond positive, it just scratches the surface. By turning to drama, performance, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we de- scribe what experience beyond positive looks like, show how it is not always "uncomfortable" and how it can be classed as entertainment, and argue for the more appropriate term "serious experience". We propose that the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience. Finally, we discuss the impor- tance of the take-away message and positive and serious experience in serious games to linger or resonate post-encounter for players in order to encourage ref- lection and fulfill purpose, and describe associated ethical concerns and make recommendations for designers, evaluators and practitioners in order to safeguard players/users.
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.languageEnglish
dc.publisherSpringer
dc.publisher.placeGermany
dc.publisher.urihttp://www.sgda2012.eu/?page=main
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofconferencenameSGDA 2012
dc.relation.ispartofconferencetitleLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
dc.relation.ispartofdatefrom2012-09-26
dc.relation.ispartofdateto2012-09-29
dc.relation.ispartoflocationBremen, Germany
dc.relation.ispartofpagefrom255
dc.relation.ispartofpageto267
dc.relation.ispartofvolume7528 LNCS
dc.rights.retentionY
dc.subject.fieldofresearchInteractive media
dc.subject.fieldofresearchcode360504
dc.titleExperience in Serious Games: Between Positive and Serious Experience
dc.typeConference output
dc.type.descriptionE1 - Conferences
dc.type.codeE - Conference Publications
gro.hasfulltextNo Full Text
gro.griffith.authorMarsh, Tim


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    Contains papers delivered by Griffith authors at national and international conferences.

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