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SGSEAM: assessing serious game frameworks from a stakeholder experience perspective

Published: 02 October 2013 Publication History

Abstract

Assessment of serious game frameworks is emerging as an important area of research. This paper describes an assessment mechanism called the Serious Game Stakeholder Experience Assessment Method (SGSEAM). SGSEAM is designed to provide detailed insights into the strengths and shortcomings of serious game frameworks through a stakeholder perspective based approach. In this paper, we report on the use of SGSEAM to assess Makahiki, an open source serious game framework for sustainability. Our results provide useful insights into both Makahiki as a serious game framework and SGSEAM as an assessment method.

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  • (2021)PIPDeploy: Development and implementation of a gamified table top simulation exercise to strengthen national pandemic vaccine preparedness and readinessVaccine10.1016/j.vaccine.2020.11.04739:2(364-371)Online publication date: Jan-2021
  • (2020)The Design and Development of a Game-Based Approach to Entrepreneurship EducationInternet of Things, Infrastructures and Mobile Applications10.1007/978-3-030-49932-7_56(594-605)Online publication date: 10-Sep-2020
  • (2018)Serious games: Quality characteristics evaluation framework and case study2018 IEEE Integrated STEM Education Conference (ISEC)10.1109/ISECon.2018.8340460(112-119)Online publication date: Mar-2018
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cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. assessment
  2. case study
  3. framework assessment
  4. game design
  5. serious game
  6. serious games
  7. sustainability

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

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Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

View all
  • (2021)PIPDeploy: Development and implementation of a gamified table top simulation exercise to strengthen national pandemic vaccine preparedness and readinessVaccine10.1016/j.vaccine.2020.11.04739:2(364-371)Online publication date: Jan-2021
  • (2020)The Design and Development of a Game-Based Approach to Entrepreneurship EducationInternet of Things, Infrastructures and Mobile Applications10.1007/978-3-030-49932-7_56(594-605)Online publication date: 10-Sep-2020
  • (2018)Serious games: Quality characteristics evaluation framework and case study2018 IEEE Integrated STEM Education Conference (ISEC)10.1109/ISECon.2018.8340460(112-119)Online publication date: Mar-2018
  • (2017)A framework for gamification in software engineeringJournal of Systems and Software10.1016/j.jss.2017.06.021132:C(21-40)Online publication date: 1-Oct-2017
  • (2017)How gamification motivatesComputers in Human Behavior10.1016/j.chb.2016.12.03369:C(371-380)Online publication date: 1-Apr-2017
  • (2017)Design and Evaluation of the Makahiki Open Source Serious Game Framework for Sustainability EducationSustainability, Green IT and Education Strategies in the Twenty-first Century10.1007/978-3-319-57070-9_18(503-523)Online publication date: 27-Jul-2017

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