TY - JOUR
T1 - Designing for meaningful social interaction in digital serious games
AU - Fonseca, Xavier
AU - Slingerland, Geertje
AU - Lukosch, Stephan
AU - Brazier, Frances
PY - 2021
Y1 - 2021
N2 - Digital serious games have shown to be effective in promoting citizen engagement and social interaction. The reasons for their success are, however, unknown. This paper proposes design recommendations to support designers of serious games for meaningful social interaction, based on player preferences, needs and desires, based on literature study and a case study for which a location-based game framework was designed, developed and evaluated. The case study with and for children/teenagers in Rotterdam focussed on the design of challenges by the children/teenagers for meaningful interaction with their environment, and the strengthening of their engagement with their own neighbourhood. The paper focuses specifically on: 1) if and when meaningful social interaction occurred during game play, how it occurred, and with which impact, and 2) the design choices/features that contributed to (the experience of) meaningful social interaction. On the basis of these results and the literature this paper proposes design recommendations to support designers of serious games for meaningful social interaction, taking not only the current players’ needs and desires into account but also those of future players.
AB - Digital serious games have shown to be effective in promoting citizen engagement and social interaction. The reasons for their success are, however, unknown. This paper proposes design recommendations to support designers of serious games for meaningful social interaction, based on player preferences, needs and desires, based on literature study and a case study for which a location-based game framework was designed, developed and evaluated. The case study with and for children/teenagers in Rotterdam focussed on the design of challenges by the children/teenagers for meaningful interaction with their environment, and the strengthening of their engagement with their own neighbourhood. The paper focuses specifically on: 1) if and when meaningful social interaction occurred during game play, how it occurred, and with which impact, and 2) the design choices/features that contributed to (the experience of) meaningful social interaction. On the basis of these results and the literature this paper proposes design recommendations to support designers of serious games for meaningful social interaction, taking not only the current players’ needs and desires into account but also those of future players.
KW - Meaningfulness
KW - Serious games
KW - Social interaction
UR - http://www.scopus.com/inward/record.url?scp=85092454586&partnerID=8YFLogxK
U2 - 10.1016/j.entcom.2020.100385
DO - 10.1016/j.entcom.2020.100385
M3 - Article
AN - SCOPUS:85092454586
SN - 1875-9521
VL - 36
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100385
ER -