Abstract
We present a serious game module to insert into an entertainment video game and examine if knowledge and skills gained from the module can transfer into real life usage. The module consists of a map of a post secondary educational institute based on the real life layout. 21 people participated in a physical scavenger hunt around the institute (3 participants in a pilot study and 18 in a second study), where some played the video game prior to the scavenger hunt. The pilot study shows a large decrease in the time required to complete the scavenger hunt by those who first played the video game. A second study showed no statistically significant difference in the average time to complete the scavenger hunt by those who first played the video game; the results suggest an effect but are limited by large variation in the individual completion times in the scavenger hunt. The limitations of the study are discussed.
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Adejumobi, B., Franck, N., Janzen, M. (2014). Designing and Testing a Racing Car Serious Game Module. In: Ma, M., Oliveira, M.F., Baalsrud Hauge, J. (eds) Serious Games Development and Applications. SGDA 2014. Lecture Notes in Computer Science, vol 8778. Springer, Cham. https://doi.org/10.1007/978-3-319-11623-5_16
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DOI: https://doi.org/10.1007/978-3-319-11623-5_16
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