Investigating the success factors of serious games : a systematic review
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Abstract
Serious games are a vehicle for enhanced learning experiences and are delivered across a multitude
of sectors and disciplines on a variety of platforms--some more successfully than others. This
study addressed what makes serious games successful through the voices of significant authors in
the field of serious games by means of a systematic literature review (SLR). An additional aim of
the study was to determine whether the theoretical understanding of the empirical answer could
contribute to a practical prototype tool for rating serious game designs. The varied levels of serious
games success could be attributed to disputes about pedagogy over enjoyment (or vice versa), how
much realism is enough or whether artificial intelligence is worth the cost. Furthermore, the
contested debating gives rise to a perceived disconnection amid serious games protagonists. An
initial investigation amongst individual articles to uncover specific serious games success factors
was unsatisfying. Serious games articles predominantly report on the criteria that serious games are
measured against (e.g. the ability to capture and maintain player interest). Researchers, inter alia,
tend to repeatedly measure whether or not their games meet the criteria instead of seeking the
success factors leading to these standards. Through this, the field of serious games appears to be in
a perpetual spiral of does-my-game-work research while why-does-my-game-not-work research
would be more worthwhile. Notwithstanding unconnected and somewhat led-astray studies that
have little value, the field of serious games does seem to be built around immeasurable
contributions and the selected SLR studies certainly contain nuggets of wisdom relating to the
success factors of serious games. This success-factor wisdom was mined from 63 papers, obtained
from a variety of electronic libraries and databases, for the time period 2000 to 2015. A constant
comparison method for qualitative analysis unearthed five themes (backstory and production;
realism; artificial intelligence and adaptivity; interaction; and feedback and debriefing) which
became containers for the multiple success factors that were also brought to light. Three
dimensions (learning, fun and dynamics) and their interplay with the five theoretical themes
emerged from the SLR. This interpretation provided the backdrop for pilot-testing the practically
oriented serious games gauge (SGG) prototype developed in Excelwith an underlying weighted
grid structure. Four BSc Honours in IT students formatively pilot-tested the SGG against four
serious games. Observation, interviews, perceived usefulness questionnaires and comparing the
SGG ratings with existing remarks about the test games supplied a basis for determining that the
SGG prototype has taken the first strides towards further development. A three-dimensional model
describing the inter-relationships between the themes and dimensions concluded the theory-building
exercise towards better understanding of the heart of serious games. The SLR indicated that the
face value of significant individual studies should not be used to judge the unity of serious games
research, but that the consolidated embedded details impart an essential structure of cohesiveness to
the field of serious games. Future research with the SGG prototype has the potential to contribute a
practical set of standards for quality serious games--games that will no longer be imposed, but
rather played out of choice.
Sustainable Development Goals
Description
MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2016
