Abstract
MOBILITY is a digital simulation game about traffic system planning, which has been designed as a serious game with the purpose of education and awareness raising. Since the year 2000 it has been used more than a million times in both educational and entertainment contexts. The production of digital serious games, such as MOBILITY, requires a lot of effort. Therefore, serious games are valuable investments that are expected to be of high benefit during their technical lifetime. Much has been written about the effectiveness of the use of serious games and efficiency of game production, however later phases of serious games’ lifecycles are comparatively unknown. Based on a lifecycle description of MOBILITY, a categorization of lifetime-determining factors called game aging is developed. The categorization is intended to serve as methodological framework to guide lifecycle management of serious games, such as assessing the status of a serious game regarding the categories of game aging. Game aging distinguishes three categories: technology, domain knowledge and user experience. For each of these categories the specific characteristics of MOBILITY are described and discussed. Regarding methodology, the evaluations are based on expert interviews, questionnaires and guided interviews. In summary, after two decades of application MOBILITY is still an effective educational tool for traffic system planning, although each of the examined categories shows signs of game aging. Further research is needed to systematize the framework of game aging.
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Söbke, H., Harder, R., Planck-Wiedenbeck, U. (2018). Two Decades of Traffic System Education Using the Simulation Game MOBILITY. In: Göbel, S., et al. Serious Games. JCSG 2018. Lecture Notes in Computer Science(), vol 11243. Springer, Cham. https://doi.org/10.1007/978-3-030-02762-9_6
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