Our healthcare system of today is based on a system that is very good at treating acute illnesses. If something is broken or diseased, a patient is admitted to the hospital and receives care by a team of professionals until they are well enough to go home.
As a follow-up to my post on measuring the impact of serious games (see “8 Tips For Measuring the Impact of Serious Games”), let me give you a little quiz. It’s not as easy as it may seem.
Let’s say you made a serious game to increase the engagement of seniors in regular physical activity at a gym. One of the “research goals” of your game was to increase player’s self-efficacy to Continue reading ““How do you measure self-efficacy? The answer may surprise you””
Serious games are great! When you play them, the good ones (!!), you get the feeling that they are a breakthrough in learning. They “feel” like they are doing much more than traditional teaching and training approaches have done in the past. You think, “Everyone should be learning through games and they will replace textbooks in the classroom and brochures in the doctor’s office!”
But that is not enough. Continue reading ““8 Tips for Measuring the Impact of Serious Games””
People often ask me how one can incorporate a learning or behavioral theories into games. It is not easy to do but there is one theory that has been incorporated into serious Continue reading “Putting self-efficacy theory into serious games”
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”