Using the SGDA Framework to Design and Evaluate Research Games

Journal Article (2019)
Authors

David Geerts (Katholieke Universiteit Leuven, IMEC-Solliance)

Marije Nouwen (IMEC-Solliance, Katholieke Universiteit Leuven)

Evert van Beek (TU Delft - Human Technology Relations)

Karin Slegers (Tilburg University, Katholieke Universiteit Leuven)

Fernanda Chocron Miranda (Katholieke Universiteit Leuven, Universidade Federal do Rio Grande do Sul)

Lizzy Bleumers (Vrije Universiteit Brussel, IMEC-Solliance)

Research Group
Human Technology Relations
To reference this document use:
https://doi.org/10.1177/1046878118808826
More Info
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Publication Year
2019
Language
English
Research Group
Human Technology Relations
Issue number
3
Volume number
50
Pages (from-to)
272-301
DOI:
https://doi.org/10.1177/1046878118808826

Abstract

Background. Several HCI researchers have started to use game design elements in their research to create playful methods for involving end-users in design. Similar to serious games, such research games serve a dual purpose: 1) to create an enjoyable experience for research participants, and 2) to collect user insights to inform the design process. Aim. We propose that the Serious Game Design Assessment (SGDA) Framework, that evaluates both a game’s enjoyable purposes and its serious purposes, may be a valuable tool in assessing and developing research games. In this article, we apply the SGDA Framework to three existing research games, one involving train passengers in assessing potential future user experiences, one involving hospital staff in ideation for wearable technology, and one involving TV viewers in ideation for future video watching scenarios. Conclusion. The assessment of the three research games suggests that the framework is indeed applicable to research games and may, as such, provide HCI researchers with clear guidance when creating new research games.

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