Abstract
Games have been shown to be an effective method for various purposes, from pure entertainment to fostering learning outcomes through serious and game-based learning approaches. However, the design of games is not an easy feat, regardless of whether they are focused on emotional outcomes or learning. There are many components that must be considered during game design, such as pedagogical theories, game elements, player experience, as well as cognitive-affective and sociocultural foundations. The balance of such components is one of the greatest challenges designers, researchers and educators must face in the next few years, especially considering that some of these components and their interactions have been neglected in research until recently, such as the importance of emotions in learning and their temporal influence in moderating player experiences. In the context of serious games, where learning and/or non-entertainment goals are as important as the entertainment itself, addressing this challenge is even more difficult. This work outlines and discusses the complexities of this balancing challenge, suggesting research opportunities related to new design tools and methods that consider all aspects enumerated above.
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Natucci, G.C., Borges, M.A.F. (2023). Balancing Game Elements, Learning, and Emotions in Game Design. In: Santos, R.P.d., Hounsell, M.d.S. (eds) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. GranDGamesBR GranDGamesBR 2020 2021. Communications in Computer and Information Science, vol 1702. Springer, Cham. https://doi.org/10.1007/978-3-031-27639-2_5
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