Abstract
In the last decade, the concepts “serious games” and “gamification”—ergo, game-based artifacts that harbor purposes that go beyond entertainment—have attracted increased public interest, acceptance, and adoption and have consequently undergone an exponential growth. Although with the growing prevalence and influence of these two game-based siblings in diverse areas such as sustainability, community engagement, corporate training, healthcare, governmental initiatives, and perhaps most consequential, formal education, it also becomes imperative to ensure that the “serious games” and “gamification” artifacts furnished experiences are attainable for its targeted audience. Simultaneously, these game-based concepts possess a multifaceted nature. Besides promoting an entertaining experience for the participants, they frequently encompass ideas that promote growth in participants’ task performance, positively encourage sustainable behaviors, and stimulate the acquisition of new skills or the refinement of previously mastered competencies. Such utilitarian objectives differentiate game-based artifacts from the design space of traditional video games, as they must align with distinctive design directives and constraints postulated by their intended context. This chapter will comprehensively analyze the enablers and barriers that can impact your creation of game-based artifacts. Furthermore, it examines the appropriateness of serious games and gamification across varied scenarios and outlines strategies for crafting universally designed, inclusive games that cater to a broad audience. We aim to provide you with essential directions and insights to help you navigate these factors more easily and confidently. By doing so, you will be better equipped to produce top-quality game-based artifacts that are engaging and entertaining but also impactful, and effective.
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Notes
- 1.
In this chapter and Chap. 9 we diverge somewhat from the previously used terminology Player, as in serious game, gamification and exergame the participant does not necessary regard themselves as players when interacting with these technologies.
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Palmquist, A., Jedel, I., Goethe, O. (2024). Attainable Game-Based-Artifacts—A Introspection of the Intersection of Fun and Function. In: Universal Design in Video Games. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-30595-5_7
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