TY - JOUR
T1 - Re-framing engagement for applied games
T2 - A conceptual framework
AU - Kniestedt, Isabelle
AU - Lefter, Iulia
AU - Lukosch, Stephan
AU - Brazier, Frances M.
PY - 2022
Y1 - 2022
N2 - Although games are frequently described as ‘engaging’, what this means exactly continues to be subject of debate in game literature. Engagement is often defined through related concepts like immersion and positive emotions. However, this neglects the fact that applied games aim to provide more than an entertaining experience, and that engagement with the applied purpose can exist separately from engagement with the game's systems. To make this differentiation more apparent, this article introduces the Applied Games Engagement Model (AGEM), a theoretical model that distinguishes between an applied game's systems and its non-entertainment purpose. It poses that game systems and purpose can overlap in varying amounts, both from game to game, and from moment to moment within a single game. The value of the model is in the explicit acknowledgement that the attention necessary for engaging with content is a limited resource, and that measures for engagement in applied games need to consider that not all engagement is purposeful. The article lays the conceptual foundation for the study of engagement in applied games, and provides a framework for how to design for an applied purpose. It illustrates its use in analysing applied games and their designs through three case studies.
AB - Although games are frequently described as ‘engaging’, what this means exactly continues to be subject of debate in game literature. Engagement is often defined through related concepts like immersion and positive emotions. However, this neglects the fact that applied games aim to provide more than an entertaining experience, and that engagement with the applied purpose can exist separately from engagement with the game's systems. To make this differentiation more apparent, this article introduces the Applied Games Engagement Model (AGEM), a theoretical model that distinguishes between an applied game's systems and its non-entertainment purpose. It poses that game systems and purpose can overlap in varying amounts, both from game to game, and from moment to moment within a single game. The value of the model is in the explicit acknowledgement that the attention necessary for engaging with content is a limited resource, and that measures for engagement in applied games need to consider that not all engagement is purposeful. The article lays the conceptual foundation for the study of engagement in applied games, and provides a framework for how to design for an applied purpose. It illustrates its use in analysing applied games and their designs through three case studies.
KW - Applied games
KW - Conceptual model
KW - Game design
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=85123261667&partnerID=8YFLogxK
U2 - 10.1016/j.entcom.2021.100475
DO - 10.1016/j.entcom.2021.100475
M3 - Article
AN - SCOPUS:85123261667
VL - 41
JO - Entertainment Computing
JF - Entertainment Computing
SN - 1875-9521
M1 - 100475
ER -