Implementation and training about changes in a procurement process are complex due to the complexity of the procurement process characterised by the adaptive stakeholder network and continuously changing market rules. Traditional training approaches for procurement split the process into separate steps; however, to be able to assess all training aspects, it is important to have a holistic look at procurement. This work explores how well gamification can address the complexity of the procurement process for training specialists in the road construction sector. A case study is carried out to train new business models for both experienced specialists and new employees. The steps for the development of gamification for training in procurement are shown. A comparison of results from experienced and less experienced participants is presented. The results show the relationships amongst the complexity of the real system, the gamification design and the results of gamification.
{"title":"Gamification of a Procurement Process for Professional Training of Public Servants","authors":"Maksims Kornevs, J. Hauge, S. Meijer","doi":"10.17083/ijsg.v6i2.293","DOIUrl":"https://doi.org/10.17083/ijsg.v6i2.293","url":null,"abstract":"Implementation and training about changes in a procurement process are complex due to the complexity of the procurement process characterised by the adaptive stakeholder network and continuously changing market rules. Traditional training approaches for procurement split the process into separate steps; however, to be able to assess all training aspects, it is important to have a holistic look at procurement. This work explores how well gamification can address the complexity of the procurement process for training specialists in the road construction sector. A case study is carried out to train new business models for both experienced specialists and new employees. The steps for the development of gamification for training in procurement are shown. A comparison of results from experienced and less experienced participants is presented. The results show the relationships amongst the complexity of the real system, the gamification design and the results of gamification.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130329259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. A. Petersen, M. Fradinho, K. Hestetun, G. Müller, S. Wasbø, Victoria Koritzinsky, Anne Lise Wasl
Designing games for learning in the workplace is challenging in many ways. Within the process industry, the aluminium production cells are harsh environments that are difficult to instrument and pose domain related challenges, which make effective training difficult to achieve. In particular, cognitive challenges arise due to the slow nature of the physical process that disconnects the operators' actions and causality. The complex chemical process demands a high level of understanding of the parameters and their complex interdependencies. Additional challenges are related to representing an appropriate level of detail and precision of the workplace, including integration with existing tools. This paper describes the digital simulation game designed and developed for the operators in aluminium plants to master the cognitive skills required for Heat Balance in the aluminium production cells. A co-design process was adopted from the initial inception of the idea, development and evaluation. The paper will discuss and present the co-creation artefacts used, namely a paper prototype, hybrid prototype of the game along with the output from iterative development cycles. This work is conducted within the research and innovation project, Accelerated Learning for Technology Transfer, with the Norwegian company Hydro.
{"title":"Capacity Building on Heat Balance in Electrolysis of Aluminium","authors":"S. A. Petersen, M. Fradinho, K. Hestetun, G. Müller, S. Wasbø, Victoria Koritzinsky, Anne Lise Wasl","doi":"10.17083/ijsg.v6i2.285","DOIUrl":"https://doi.org/10.17083/ijsg.v6i2.285","url":null,"abstract":"Designing games for learning in the workplace is challenging in many ways. Within the process industry, the aluminium production cells are harsh environments that are difficult to instrument and pose domain related challenges, which make effective training difficult to achieve. In particular, cognitive challenges arise due to the slow nature of the physical process that disconnects the operators' actions and causality. The complex chemical process demands a high level of understanding of the parameters and their complex interdependencies. Additional challenges are related to representing an appropriate level of detail and precision of the workplace, including integration with existing tools. This paper describes the digital simulation game designed and developed for the operators in aluminium plants to master the cognitive skills required for Heat Balance in the aluminium production cells. A co-design process was adopted from the initial inception of the idea, development and evaluation. The paper will discuss and present the co-creation artefacts used, namely a paper prototype, hybrid prototype of the game along with the output from iterative development cycles. This work is conducted within the research and innovation project, Accelerated Learning for Technology Transfer, with the Norwegian company Hydro.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120934675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. First, this special issue is dedicated to the gamification of industrial systems in the context of the widespread adoption of serious games in many fields such as education, medicine, military and industry. The potential for training by increasing motivation for engaged interaction and the adaptation of behavior has been proven. In addition, new emerging needs for gamification are identified in industry where important benefits could be generated by reducing the product cost and time-to-market. Moreover, in the era of industry 4.0, which combines production methods with the state-of-the art information and communication technologies, serious games could have the potential to promote innovation and increase the resources and the production efficiency. However, despite the significant advances that have been made in game-based approaches to non-game contexts, its potential transition into industrial settings have not been realized. This is mainly due to challenging issues such as the lack of methodologies for modeling industrial scenarios in digital contents representing real industrial systems with high fidelity, operational processes must be fully digitalized to ease the integration of gamification concepts, the adaptation of work environment conditions so that the use of gaming on mobile devices can take place without the interruption of industrial activities.
{"title":"Introduction to the special issue on \"Gamification of Industrial Systems\"","authors":"S. Garbaya, T. Lim","doi":"10.17083/ijsg.v6i2.317","DOIUrl":"https://doi.org/10.17083/ijsg.v6i2.317","url":null,"abstract":"This special issue marks important milestones for the Serious Gaming Society (SGS) and its journal the International Journal of Serious Games. First, this special issue is dedicated to the gamification of industrial systems in the context of the widespread adoption of serious games in many fields such as education, medicine, military and industry. The potential for training by increasing motivation for engaged interaction and the adaptation of behavior has been proven. In addition, new emerging needs for gamification are identified in industry where important benefits could be generated by reducing the product cost and time-to-market. Moreover, in the era of industry 4.0, which combines production methods with the state-of-the art information and communication technologies, serious games could have the potential to promote innovation and increase the resources and the production efficiency. However, despite the significant advances that have been made in game-based approaches to non-game contexts, its potential transition into industrial settings have not been realized. This is mainly due to challenging issues such as the lack of methodologies for modeling industrial scenarios in digital contents representing real industrial systems with high fidelity, operational processes must be fully digitalized to ease the integration of gamification concepts, the adaptation of work environment conditions so that the use of gaming on mobile devices can take place without the interruption of industrial activities.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129875124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management, etc. It defines and contextualizes gamification within the field of management. This allows to understand the main elements of a general gamified system and its main applications. Via a systematic review of 203 studies addressing management contexts and gamification, it develops a holistic framework for the analysis of gamification in management areas. The study concludes by setting out a list of questions to direct future research in order to increase the impacts of this innovative and strategic research area within businesses and organizations.
{"title":"Gamification in Management: a systematic review and research directions","authors":"V. Wanick, Hong T. M. Bui","doi":"10.17083/ijsg.v6i2.282","DOIUrl":"https://doi.org/10.17083/ijsg.v6i2.282","url":null,"abstract":"This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management, etc. It defines and contextualizes gamification within the field of management. This allows to understand the main elements of a general gamified system and its main applications. Via a systematic review of 203 studies addressing management contexts and gamification, it develops a holistic framework for the analysis of gamification in management areas. The study concludes by setting out a list of questions to direct future research in order to increase the impacts of this innovative and strategic research area within businesses and organizations.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126886006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The purpose of this paper is to identify the principles governing successful project management serious (educational) game design and implementation by identifying lessons learned from implementing such games. This paper applied a triangulation method that qualitatively blends the perspectives of project management practitioners, game designers, and learners. The findings of this paper suggest principles of game realism, context, display, gameplay clarity, target audience, feedback, setting, debriefing, communication mode, and personalization. The main potential beneficiaries of this research include project management educators, trainers, students, training participants, and game designers. The study provides a comprehensive project management game design and implementation guideline that could help improve the quality of project management serious games. This paper is the first exploratory study to blend the perspectives of learners (students), serious game experts, and experienced project management practitioners in order to identify the key principles of delivering successful project management educational or serious games.
{"title":"Lessons learned from implementing project management games","authors":"David Rumeser, M. Emsley","doi":"10.17083/ijsg.v6i1.130","DOIUrl":"https://doi.org/10.17083/ijsg.v6i1.130","url":null,"abstract":"The purpose of this paper is to identify the principles governing successful project management serious (educational) game design and implementation by identifying lessons learned from implementing such games. This paper applied a triangulation method that qualitatively blends the perspectives of project management practitioners, game designers, and learners. The findings of this paper suggest principles of game realism, context, display, gameplay clarity, target audience, feedback, setting, debriefing, communication mode, and personalization. The main potential beneficiaries of this research include project management educators, trainers, students, training participants, and game designers. The study provides a comprehensive project management game design and implementation guideline that could help improve the quality of project management serious games. This paper is the first exploratory study to blend the perspectives of learners (students), serious game experts, and experienced project management practitioners in order to identify the key principles of delivering successful project management educational or serious games. \u0000 \u0000 ","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"29 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114045791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Goal achievement is a measure of success; this could be particularly true in Massive Online Open Courses (MOOC), which are approached by a massive audience with an enormous variety of needs. However, in MOOC one is unlikely to find solutions which allow students to pursue their individual goals and achieve them. Inspired by implementation intention theory and strategy games we have developed the first prototype of the game element Stimulated Planning (SP) which will enable MOOC users to achieve their goals. In this study we have investigated SP usability via usability test, eye tracking and the retrospective think-aloud. As well as we have examined if our design choices matched the conceptual planning process of our users. We found that our system matches our sample’s idea of planning and that our system usability can be improved further. Our findings are the base of our future works.
{"title":"May the Plan be with you! A Usability Study of the Stimulated Planning Game Element Embedded in a MOOC Platform","authors":"A. Antonaci, R. Klemke, K. Dirkx, M. Specht","doi":"10.17083/ijsg.v6i1.239","DOIUrl":"https://doi.org/10.17083/ijsg.v6i1.239","url":null,"abstract":"Goal achievement is a measure of success; this could be particularly true in Massive Online Open Courses (MOOC), which are approached by a massive audience with an enormous variety of needs. However, in MOOC one is unlikely to find solutions which allow students to pursue their individual goals and achieve them. Inspired by implementation intention theory and strategy games we have developed the first prototype of the game element Stimulated Planning (SP) which will enable MOOC users to achieve their goals. \u0000In this study we have investigated SP usability via usability test, eye tracking and the retrospective think-aloud. As well as we have examined if our design choices matched the conceptual planning process of our users. We found that our system matches our sample’s idea of planning and that our system usability can be improved further. Our findings are the base of our future works.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124660443","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual environments are an important aspect of serious games for heritage. However navigable three-dimensional (3D) environments can be costly and resource-intensive to create and for users to run. In this paper, we propose an alternative approach using “constrained virtual environments”, which present an environment through a series of reduced fidelity two-dimensional (2D) scenes without exhaustive detail. We describe the development of a constrained virtual environment to replicate a 3D environment from a serious game concerning ancient Mesopotamian history. An exploratory experiment discovered that participants experienced a similar sense of presence in the constrained environment to that of the 3D environment and rated the two games to be of similar quality. Participants were equally likely to pursue further information on the subject matter afterwards and collected more information tokens from within the constrained environment. A subsequent interview with a museum expert explored opportunities for such games to be implemented in museum displays, and based on the experiences and issues encountered, a preliminary set of guidelines was compiled for implementing future constrained virtual environments within serious games for heritage.
{"title":"Applying constrained virtual environments to serious games for heritage","authors":"Laurence Hanes, R. Stone","doi":"10.17083/ijsg.v6i1.294","DOIUrl":"https://doi.org/10.17083/ijsg.v6i1.294","url":null,"abstract":"Virtual environments are an important aspect of serious games for heritage. However navigable three-dimensional (3D) environments can be costly and resource-intensive to create and for users to run. In this paper, we propose an alternative approach using “constrained virtual environments”, which present an environment through a series of reduced fidelity two-dimensional (2D) scenes without exhaustive detail. We describe the development of a constrained virtual environment to replicate a 3D environment from a serious game concerning ancient Mesopotamian history. An exploratory experiment discovered that participants experienced a similar sense of presence in the constrained environment to that of the 3D environment and rated the two games to be of similar quality. Participants were equally likely to pursue further information on the subject matter afterwards and collected more information tokens from within the constrained environment. A subsequent interview with a museum expert explored opportunities for such games to be implemented in museum displays, and based on the experiences and issues encountered, a preliminary set of guidelines was compiled for implementing future constrained virtual environments within serious games for heritage.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128081763","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.
{"title":"An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes","authors":"Miralem Helmefalk","doi":"10.17083/ijsg.v6i1.262","DOIUrl":"https://doi.org/10.17083/ijsg.v6i1.262","url":null,"abstract":"As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126291190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital games can bring together players (process actors) to better understand and learn organizational business processes. This paper presents a game design method for the development of serious games which aims to provide business process understanding to players, as well as to allow them to reflect on process challenges and difficulties. The design of serious business process games requires game designers to have business process modeling skills and instructions on how to represent business process elements in the game context. This research was conducted using the Design Science Research Methodology, and addresses the challenge of providing a method for the design of serious business process games. The method receives business process models as input and comprises steps to (i) map business process elements into game design elements, game design and development, and (ii) evaluate games with game designers, process actors, and game players. In order to validate the method, a set of games was built and evaluated with players. The designed games were evaluated as to adequate quality, although fun and entertainment can still be improved, and players´ understanding regarding process increase after games are played
{"title":"The Play Your Process Method for Business Process-Based Digital Game Design","authors":"T. Classe, R. Araujo, G. Xexéo, S. Siqueira","doi":"10.17083/ijsg.v6i1.269","DOIUrl":"https://doi.org/10.17083/ijsg.v6i1.269","url":null,"abstract":"Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital games can bring together players (process actors) to better understand and learn organizational business processes. This paper presents a game design method for the development of serious games which aims to provide business process understanding to players, as well as to allow them to reflect on process challenges and difficulties. The design of serious business process games requires game designers to have business process modeling skills and instructions on how to represent business process elements in the game context. This research was conducted using the Design Science Research Methodology, and addresses the challenge of providing a method for the design of serious business process games. The method receives business process models as input and comprises steps to (i) map business process elements into game design elements, game design and development, and (ii) evaluate games with game designers, process actors, and game players. In order to validate the method, a set of games was built and evaluated with players. The designed games were evaluated as to adequate quality, although fun and entertainment can still be improved, and players´ understanding regarding process increase after games are played","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124888859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.
在游戏研究中,人们对以说服为目标的严肃游戏越来越感兴趣。然而,关于这些说服性游戏影响的实证研究仍然有限。本文旨在通过一项探索性质的研究,调查《My Life as a Refugee》和《PeaceMaker》(解决紧迫的社会政治问题的游戏)中的玩家体验,从而推动这一领域的发展。从理论上讲,我们的研究是基于沉浸理论和Calleja对玩家参与的描述。我们对12位参与者进行了深度访谈。我们的研究结果显示,玩家体验这两款游戏的方式相似。关于沉浸感,我们的结果突出了它的不同方面,即游戏叙述对沉浸感的影响最大。我们的参与者还体验了搞笑、情感和空间沉浸,这在一定程度上加深了他们的叙事沉浸。最后,我们发现感知现实主义、叙事深度和身份认同都有助于沉浸式体验。这篇论文的主要贡献在于表明,沉浸感提高了参与者在游戏环境中对说服的敏感性,同时补充说,情感和认同在沉浸感中的作用值得进一步研究。
{"title":"The Players' Experience of Immersion in Persuasive Games","authors":"M. Hafner, J. Jansz","doi":"10.17083/IJSG.V5I4.263","DOIUrl":"https://doi.org/10.17083/IJSG.V5I4.263","url":null,"abstract":"Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two games in a similar way. With respect to immersion, our results highlight its different aspects by showing that the games’ narratives had the largest impact on feeling immersed. Our participants also experienced ludic, affective, and spatial immersion, which partly deepened their narrative immersion. Finally, we found that perceived realism, narrative depth, and identification contributed to the immersive experience. The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research. \u0000 ","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130528118","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}