严肃游戏创作工具的设计原则

Maxence Laurent, Sandra Monnier, Audrey Huguenin, Pierre-Benjamin Monaco, D. Jaccard
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引用次数: 1

摘要

严肃的游戏开发需要教师和计算机科学家组成的多学科团队。但是,团队成员在计算机能力方面的差异是这种合作中反复出现的困难。创作工具提供了适应用户能力的界面,有望解决这一困难。然而,现有的创作工具要么功能有限(不够强大),要么对于非计算机科学家来说过于复杂(不可用)。目前还没有一套全面的设计原则来解决这一限制。这项研究的目的是为开发功能强大且可用的创作工具定义一套设计原则。为了实现这一目标,我们首先定义了一组设计原则。然后我们开发了一个与这些原则相对应的创作工具。最后,我们通过开发12款严肃游戏对该工具进行了测试使用。结果表明,这个创作工具能够让拥有不同计算机技能的团队开发出各种各样的严肃游戏(强大)。本研究中定义的设计原则整合并扩展了之前的工作。它们可以克服创作工具的功能和可用性之间的困境。这将为严肃游戏开发中的合作方式提供新的可能性。
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Design Principles for Serious Games Authoring Tool
Serious game development involves a multidisciplinary team of teachers and computer scientists. But the difference in computer competencies between the team members is a recurring difficulty in this collaboration. Authoring tools, which provide interfaces adapted to users' competencies, are promising solutions to overcome this difficulty. However, existing authoring tools are either limited in their functionalities (not powerful) or too complex for non-computer scientists (not usable). A comprehensive set of design principles to address this limitation does not yet exist. The objective of this research was to define a set of design principles for the development of powerful and usable authoring tools. To achieve this objective, we first defined a set of design principles. We then developed an authoring tool corresponding to these principles. Finally, we carried out test uses of that tool through the development of twelve serious games. Results show that this authoring tool enabled the development of a wide variety of serious games (powerful) by teams with heterogeneous computer skills (usable). Design principles defined in this research integrate and extend previous works. They allow to overcome the dilemma between the power and usability of authoring tools. This could unlock new possibilities for collaborative approaches in serious games developments.
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