In my previous post on validating serious games (“What do you mean when you say your serious game has been validated? Experimental vs. Test Validity“) I tried to clear up some confusion around what it means when someone says their game has been “validated.” I called for people to specify whether or not their game had undergone a validation process as an intervention or as an assessment measure. Seems that there is even more confusion out there to clear up.
I was recently asked on Twitter if I thought brain training games like Lumosity were “any good.” My short Twitter response was that the answer is YES, NO, and MAYBE. Here is a more detailed explanation from my perspective as a psychologist, researcher and maker of serious games.
I believe that great serious games embody a balance between the various disciplines that should be collaborating to bring out the best each has to offer. When I give talks about interdisciplinary collaboration in making serious games, I often say that when you Continue reading ““Relying on experts in making serious games: It’s the good advice that you just didn’t take…””
A good serious game is inherently interdisciplinary. It requires multimedia artists, engineers, business people, content experts, behavioral scientists, designers, project managers, quality assurance experts, producers, administrators and members of the target audience to work together seamlessly to produce a product that combines engaging gameplay with learning goals. One of the biggest challenges facing the serious game team is overcoming Continue reading ““Working with researchers who are legendary game designers in their own mind””
1. Work out your serious game idea and learning goals as much as possible before you approach a development team.
If not, the developers will make the game that they are capable of making which may or Continue reading ““10 Tips for Finding a Developer to Make Your First Serious Game””
I spent a lot of time in Silicon Valley before I moved to the Netherlands. In fact, I studied and worked there for 17 years. And while my work-life balance is much better here in Europe, I am grateful to have had the
Continue reading ““Warning: Negative Target Fixation Is Dangerous to Your Innovative Serious Game Project””
In the video game industry, an important measure of a game’s success is its sales. Of course the extent to which players of the game are engaged in it and give it positive reviews supports the sales of the game and its popularity. But if a million people buy a Continue reading “Only 1 in 10 play the whole video game: Implications for serious game development”