Serious Games pp 273-302 | Cite as

Performance Assessment in Serious Games

  • Josef Wiemeyer
  • Michael Kickmeier-Rust
  • Christina M. Steiner


In every digital game, players both act in and interact with the game. They use the options of game mechanics to achieve goals. For example, players move a controller to steer the motions of an avatar, or they press buttons to trigger certain actions. These actions and interactions lead to certain results like a successful finish of a quest, solving a problem, or increasing a score. Both the quality and results of actions and interactions are subsumed under the term performance. Assessment of player performance is required for several purposes, for example for in-game or online adaptation and for offline evaluation. This chapter addresses the issue of performance assessment in serious games. Performance is a complex concept comprising results and processes of actions and interactions of the players in and with the game. First, generic and domain-specific models of performance are introduced to illustrate the variety of approaches. Based on this knowledge, online and offline assessments of performance are discussed. Finally, the integration of online and offline performance assessment into the process of game adaptation is described.


Human Performance Performance Assessment Intelligent Tutoring System Educational Game Berg Balance Scale 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Josef Wiemeyer
    • 1
  • Michael Kickmeier-Rust
    • 2
  • Christina M. Steiner
    • 2
  1. 1.Technische Universität DarmstadtDarmstadtGermany
  2. 2.Graz University of TechnologyGrazAustria

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