Putting self-efficacy theory into 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 games with much success. That is self-efficacy theory. I have used this theory as guidance in both of my big games (Re-Mission and…… Continue reading Putting self-efficacy theory into serious games

“Warning: Negative Target Fixation Is Dangerous to Your Innovative Serious Game Project”

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 experience of working in Silicon Valley where the culture seems to naturally…… Continue reading “Warning: Negative Target Fixation Is Dangerous to Your Innovative Serious Game Project”

Only 1 in 10 play the whole video game: Implications for serious game development

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 commercial game and only 100,000…… Continue reading Only 1 in 10 play the whole video game: Implications for serious game development

Applying Evidence-Based Management in Making Serious Games for Health

If our goal is to make serious games for health that “work” as demonstrated by empirical studies, we should be living this value throughout the serious game development process. This is not only good for the alignment of values and practices, but it also makes good business sense. L-R: Pfeffer and Sutton I am talking…… Continue reading Applying Evidence-Based Management in Making Serious Games for Health

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