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Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Study Design and Data Gathering Guide for Serious Games' Evaluation

Study Design and Data Gathering Guide for Serious Games' Evaluation
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Author(s): Jannicke Baalsrud Hauge (Bremer Institut für Produktion und Logistik (BIBA), Germany), Elizabeth Boyle (University of the West of Scotland, UK), Igor Mayer (Delft University of Technology, The Netherlands), Rob Nadolski (Open University of The Netherlands, The Netherlands), Johann C. K. H. Riedel (Nottingham University, UK), Pablo Moreno-Ger (Universidad Complutense de Madrid, Spain), Francesco Bellotti (Università degli Studi di Genova, Italy), Theodore Lim (Heriot-Watt University, UK) and James Ritchie (Heriot-Watt University, UK)
Copyright: 2015
Pages: 27
Source title: Gamification: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-8200-9.ch021


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The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with evaluations of these games. The evaluations illustrate the different evaluation methods, along with an assessment of how well the evaluation method performed. Finally, the chapter discusses the lessons learned and compares the experiences with the evaluation methods and their transferability to other games.

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