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Evaluation of Serious Games

Evaluation of Serious Games
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Author(s): Stefan Göbel (Technische Universität Darmstadt, Germany), Michael Gutjahr (Technische Universität Darmstadt, Germany)and Sandro Hardy (Technische Universität Darmstadt, Germany)
Copyright: 2013
Pages: 11
Source title: Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Source Author(s)/Editor(s): Klaus Bredl (Department of Media and Educational Technology at Augsburg University, Germany)and Wolfgang Bösche (University of Education Karlsruhe, Germany)
DOI: 10.4018/978-1-4666-3673-6.ch007

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Abstract

Comprehensive evaluation studies are necessary to “prove” the benefit of Serious Games (SG). This is also extremely important for the commercial success of SG: Best practice examples with profound, well-recorded positive effects will provide relevant arguments to invest into SG for training/education, sports and health, and other application domains. On the other hand, it is not easy to prove the benefit of SG and to measure its effects (e.g. learning effects or medical effects) and affects (user experience factors such as fun during play). Evaluation methodologies might be split into observation, self-evaluation (e.g. questionnaires, interviews), associative methods, performance analyses, and psychophysiology measurement. Technology-enhanced evaluation methods, for instance, facing expression measurement are in the centre of attention. This chapter provides an overview of these methods and describes current interdisciplinary research and technology development achievements in that field.

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