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SERIOUS GAMES#1
Games designed for a primary purpose other than entertainment, often focusing on social issues or education.
BEHAVIOR CHANGE#2
The process of altering human behavior, often a goal of serious games to promote positive actions.
PROTOTYPING#3
Creating an early model of a game to test concepts and mechanics before final development.
USER FEEDBACK#4
Input from players that informs game design, ensuring the final product meets audience needs.
PLAYER PSYCHOLOGY#5
The study of how players think and behave in games, crucial for designing engaging experiences.
GAME MECHANICS#6
Rules and systems that govern gameplay, essential for driving player engagement and behavior change.
EVALUATION METRICS#7
Standards used to assess the effectiveness of a serious game in achieving its goals.
CASE STUDY#8
An in-depth analysis of a successful serious game, providing insights into effective design practices.
LOW-FIDELITY PROTOTYPE#9
A simple, often paper-based version of a game used to test concepts quickly and cheaply.
PLAYTESTING#10
The process of having real users play a game to identify issues and gather feedback.
KEY PERFORMANCE INDICATORS (KPIs)#11
Quantifiable measures used to evaluate the success of a game in achieving its objectives.
ITERATIVE DESIGN#12
A cyclical design process that incorporates feedback to refine and improve a game.
NARRATIVE INTEGRATION#13
The alignment of story elements with gameplay mechanics to enhance player engagement.
TARGET DEMOGRAPHICS#14
Specific groups of players identified as the intended audience for a game.
DESIGN DOCUMENTATION#15
Comprehensive records detailing the design process, including mechanics, goals, and feedback.
SOCIAL IMPACT#16
The effect a game has on society, particularly in raising awareness or prompting action on social issues.
ADVOCACY THROUGH GAMING#17
Using games as tools to promote social causes and influence public opinion.
PROTOTYPE FEEDBACK#18
Insights gathered from users during playtesting that inform design adjustments.
MECHANICS FOR ENGAGEMENT#19
Specific game features designed to capture and maintain player interest and interaction.
DATA ANALYSIS#20
The process of examining user data to derive insights about game performance and player behavior.
MARKETING STRATEGY#21
A plan to promote a game, highlighting its social impact and unique features.
FINAL PRESENTATION#22
A comprehensive display of the game prototype, showcasing design choices and social relevance.
FEEDBACK COLLECTION STRATEGIES#23
Methods for gathering user opinions and suggestions during the design process.
DESIGN REFINEMENT#24
The process of making improvements to a game based on user feedback and testing results.
BEHAVIORAL GOALS#25
Specific outcomes a game aims to achieve in influencing player actions.