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Reflection on Assumptions from Designing Female-Centric Educational Games

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Serious Games (JCSG 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9894))

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Abstract

In this paper we present a detailed analysis of the design and implementation of an educational game targeting young women entrepreneurs by a predominantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigorous and agile development model that included stakeholders at several time frames, we were not successful in delivering the desired experience to our target audience. We conclude by presenting a strategy for changing the agile development model to be inclusive of the target audience.

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Acknowledgements

The project team would like to thank the Thunderbird for Good and Kellie Kreiser for helping with the evaluation of the game and providing access to the DreamBuilder program.

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Correspondence to Corey D. C. Heath .

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Heath, C.D.C., Baron, T., Gary, K., Amresh, A. (2016). Reflection on Assumptions from Designing Female-Centric Educational Games. In: Marsh, T., Ma, M., Oliveira, M., Baalsrud Hauge, J., Göbel, S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science(), vol 9894. Springer, Cham. https://doi.org/10.1007/978-3-319-45841-0_3

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  • DOI: https://doi.org/10.1007/978-3-319-45841-0_3

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