Much research has been done on the design procedure and principles for serious games. However, those studies rarely account for the balance between the fun elements and the serious purpose of the games or lack the specific steps for achieving such a goal. This paper outlines game design considerations in the development of a serious game aimed at enabling both hedonic and eudaimonic gaming experiences. A user study was conducted with 89 players to evaluate their gaming experiences. Results of the playtests showed that the game was able to achieve a good balance between hedonic (fun and pleasure) and eudaimonic (serious and purpose) experiences. Lessons learned and specific design recommendations for improving the current design are further discussed.
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Serious Game = games for specific purposes
(ex. train, educate, or persuade players to think and/or behave in a certain way)
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Balancing between hedonic and eudaimonic enjoyment (Oliver and Raney, 2011)
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Literature Review 시행 → N=89 Iterative Evaluation
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기존 게임디자인 문헌의 한계 극복
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psychological theory-based and player centric approach to design games for persuasion
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conceptualization, elaboration, iterative prototyping, and playtesting and iterative evaluation
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평가 방법
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2페이즈 Playtest
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게임하는 동안 Think-Aloud, 질문 대화 가능 & 게임 후 Questionnaire
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Hedonic & Eudaimonic → a seven-point Likert scale
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Hedonic = mastery, immersion, curiosity, challenge, and ease of control
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Perception toward Game Narrative → Game User Experience Satisfaction Scale (GUESS)
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Eudaimonic = meaningfulness of gameplay, autonomy, guilt, and ratings of the
moral foundations in the dialogue
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Design Considerations 제안