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Licensed Unlicensed Requires Authentication Published by De Gruyter July 2, 2019

“Subvurban” as an example of a serious game examining human behavior

  • Anna Sochocka EMAIL logo , Mirosław Solarski and Rafał Starypan

Abstract

Research regarding players’ behavior, choices they make, strategies they employ, and how they communicate with each other during the play is the subject of scientific interest for a long time. This calls for creation of tools that could be used during such a research. Given the increased involvement of serious games in scientific projects, usage of a serious game as a tool for gathering and analyzing a player’s behavioral pattern, appears to be a reasonable choice. This paper describes the development process of a serious game in the form of a two-player strategy, which uses subversive mechanics in order to encourage users to reinterpret their approach to conflict-cooperation strategies. Its further aim is to analyze data regarding players’ choices, gathered by the game, and contents of questionnaires filled by the players participating in the project.

  1. Ethical Approval: The conducted research is not related to either human or animal use.

  2. Author contributions: All the authors have accepted responsibility for the entire content of this submitted manuscript and approved submission.

  3. Research funding: None declared.

  4. Employment or leadership: None declared.

  5. Honorarium: None declared.

  6. Competing interests: The funding organization(s) played no role in the study design; in the collection, analysis, and interpretation of data; in the writing of the report; or in the decision to submit the report for publication.

  7. Conflict of interests: The authors declare no conflict of interest.

References

[1] Clark CA. Serious games. New York: University Press of America, 1987.Search in Google Scholar

[2] Michael D, Chen S. Serious games: games that educate, train and inform. Boston: Thomson Course Technology PTR, 2006.Search in Google Scholar

[3] Solarski M. Mechanika w grach komputerowych na przykładzie gry poważnej z mechaniką subwersywną. Kraków: Uniwersytet Jagielloński, 2018.Search in Google Scholar

Received: 2019-03-20
Accepted: 2019-05-10
Published Online: 2019-07-02

© 2019 Walter de Gruyter GmbH, Berlin/Boston

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