A systematic mapping study on serious game quality

M. Genero, J. A. Vargas, Lilia García-Mundo, M. Piattini
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引用次数: 42

Abstract

Context: A Serious Game (SG) is a game for purposes other than entertainment [12]. SGs are currently in widespread use and their popularity has begun to steadily increase; their application areas now extend not only to education, but also to military, health and corporate [9] [12] sectors. SGs are of vital importance at present, as they can be a means to achieve relevant goals from both a personal and an institutional point of view. This may take place in fields as diverse as defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. The number of users of these systems grows each day, signifying that their impact is very high, and it is precisely for this reason that more extensive research on SG quality is needed. Objective: The aim of this study is to discover the current state of SG quality initiatives, identifying gaps that merit future investigation. Method: We conducted a systematic mapping study (SMS) on SG quality, following the guidelines proposed by Kitchenham and Charters [7]. We selected 112 papers found in six digital libraries until April of 2013. Results: Since 2007, research on SG quality proves to have grown very significantly. Research has focused mostly on addressing the effectiveness of SGs (78.57%), in addition to several entertainment characteristics that are principally related to pleasure (62.50%). The most widely-researched software artifact was the final product (97.32%), with design coming very far behind (7.14%). Less than half of all the research reviewed had been validated by means of experiments, and in most of these cases, experiments were conducted by the same researchers who had proposed the SG. The majority of experiments have not been replicated. The most common research outcome was questionnaires, closely followed by the confirmation of knowledge. Most of these outcomes evaluated the quality of a particular SG. Conclusion: Results show that SG quality has undergone a very important growth, thus making SG quality an area of opportunity for future research. Researchers are mainly concerned with demonstrating or confirming the effectiveness of SGs, but very little research has been conducted as regards the characteristics of playability that make SGs more effective. Since effectiveness and playability are evaluated in the final product there is a need to provide quality assurance methods that incorporate quality issues from the early stages of SG development. Further empirical validation is also needed, and in particular, external replications must be performed in order to corroborate and generalize the findings obtained.
严肃游戏质量的系统映射研究
情境:严肃游戏(SG)是指不以娱乐为目的的游戏。SGs目前已被广泛使用,其普及程度已开始稳步增长;它们的应用领域现在不仅扩展到教育领域,而且还扩展到军事、卫生和企业领域。SGs在当前是至关重要的,因为无论是从个人还是从机构的角度来看,它们都是实现相关目标的手段。这可能发生在国防、教育、科学探索、卫生保健、应急管理、城市规划、工程、宗教和政治等各个领域。这些系统的用户数量每天都在增长,这表明它们的影响非常大,正是由于这个原因,需要对SG质量进行更广泛的研究。目的:本研究的目的是发现SG质量倡议的现状,确定值得未来调查的差距。方法:我们按照Kitchenham和Charters[7]提出的指南,对SG质量进行了系统的制图研究(SMS)。我们选取了截至2013年4月在6个数字图书馆中发现的112篇论文。结果:自2007年以来,对SG质量的研究有了显著的增长。研究主要集中在解决SGs的有效性(78.57%),以及几个主要与愉悦相关的娱乐特征(62.50%)。最广泛研究的软件工件是最终产品(97.32%),设计远远落后(7.14%)。在所有被审查的研究中,只有不到一半的研究得到了实验的验证,而在大多数情况下,实验是由提出SG的同一研究人员进行的。大多数实验都没有被重复。最常见的研究结果是问卷调查,紧随其后的是对知识的确认。这些结果大多评估了特定SG的质量。结论:结果表明,SG质量有了非常重要的增长,从而使SG质量成为未来研究的机会领域。研究人员主要关注的是证明或确认SGs的有效性,但很少有人研究可玩性的特征,使SGs更有效。由于有效性和可玩性是在最终产品中进行评估的,因此有必要提供包含SG开发早期质量问题的质量保证方法。还需要进一步的经验验证,特别是必须进行外部重复,以证实和推广所获得的发现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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