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Design for Transfer

Meaningful Play through Metaphorical Recontextualisation

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Serious Games Development and Applications (SGDA 2013)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8101))

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Abstract

This paper explores the use of design for transfer in simulations and serious games. Key in this study is the hypothesis that meaningful play can be achieved by designing for figural transfer by the use of metaphorical recontextualisation. The Game Transfer Model (GTM) is introduced as a tool for designing and thinking about serious game design, stretching the possibilities from high-fidelity simulations to metaphorical fantasy worlds. Key for in-game learning experience is the presence of conceptual continuity defined by the congruence of fidelity-elements. The GTM differentiates between realisticness and realism. Where simulations use the road of literal transfer and therefore relies on realisticness and high-fidelity, figural transfer can be a guiding principle for serious game design, using metaphorical recontextualisation to maintain conceptual continuity. Conceptual continuity aligns fidelity and enables the game to connect its serious content to the realities of life.

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Kuipers, D.A., Wartena, B.O., Dijkstra, A., Prins, J.T., Pierie, JP.E.N. (2013). Design for Transfer. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds) Serious Games Development and Applications. SGDA 2013. Lecture Notes in Computer Science, vol 8101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40790-1_23

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  • DOI: https://doi.org/10.1007/978-3-642-40790-1_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40789-5

  • Online ISBN: 978-3-642-40790-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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