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Serious Game Design for and with Adolescents: Empirically based implications for purposeful games

Autor(en)
Barbara Göbl, Dayana Hristova, Suzana Jovicic, Helmut Hlavacs
Abstrakt

Serious games have been successfully implemented in many fields in recent years. Along the way, the call for audience specific solutions rose within the game community. In the course of a project focusing on fostering social media literacy among adolescents, we have developed a design for a serious game tailored to this specific age group. We present the results of a survey conducted among Austrian youths ($$N=86$$) in which the participants reported on their gaming preferences and habits. The results are supplemented with data from participatory design workshops. Considering prospective players, their resources, play environments, and the game’s characteristic goal, we provide general directions for serious game design for adolescents and address ethical questions.

Organisation(en)
Fakultät für Informatik, Institut für Philosophie, Institut für Kultur- und Sozialanthropologie
Band
12211
Seiten
398-410
Anzahl der Seiten
13
DOI
https://doi.org/10.1007/978-3-030-50164-8_29
Publikationsdatum
2020
Peer-reviewed
Ja
ÖFOS 2012
102013 Human-Computer Interaction
Schlagwörter
ASJC Scopus Sachgebiete
Theoretical Computer Science, Computer Science(all)
Link zum Portal
https://ucrisportal.univie.ac.at/de/publications/serious-game-design-for-and-with-adolescents-empirically-based-implications-for-purposeful-games(31449289-427a-420e-9155-4db2726688ba).html