Tölvumál - 01.10.2012, Blaðsíða 24
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Figure 1 illustrates the major points of deviation between 20+ and 20-
users. Overall, it would seem that the prototype game appeals more
to 20+ players, who feel more in command while using the game,
understand better the content of the game and appreciate more the
way the different life situations are presented. Older users would be
more interested in repeating the experience and they believe the
gaming experience improves the retention of new knowledge gained.
Similarly, varying points of view were recorded among male and
female respondents. Based on the evaluation results it would seem
that the prototype game appeals more to female users. More
specifically, female gamers appreciate more look of the game and also
have a more clear view of the game’s objectives, appreciate more the
instructions and feedback provided during and at the end of the
game, would be more motivated to seek additional information after
having played the game and also would be more willing to repeat the
experience compared to male users. Figure 2 illustrates the major
points of deviation recorded.
These gender and age differences that are often evident in leisure
gaming clearly stress the need to take gender and age into
consideration during game design. This clearly demonstrates that it is
difficult to create a game that appeals equally to all. The patterns of
game-play of the intended target group should be taken into
consideration during SGs design, in order to achieve an optimal mix
between education and entertainment.
0
0.5
1
1.5
2
2.5
3
3.5
game design is
attractive
feeling in command of
the application
game content is clear life situations are
presented in a
realistic way
feeling at ease while
playing this game
If it was a free
practice on an
argument of my
interest, I would be
interested in doing it
I could identify myself
in the situation
After taking part in this
experiment I am
willing to repeat the
experience of using
simulations
easier to remember
the new things I
learned
20-
20+
0
0.5
1
1.5
2
2.5
3
3.5
look of the game design of the game
is very attractive
game objectives are
clear
final results and
feedback are clear
and understandable
difficult to be totally
concentrated
interested in looking
up additional
information
would play this game
again
male
female
ConClusions
While SGs have a clear value for transmitting explicit, factual
knowledge, perhaps their greater strength relates to the transferring
of tacit knowledge, skills, behaviours that can be embedded in
games. The purpose of SGs used in the context of intergenerational
learning, is not only to engage/entertain younger generations of
players, or convey practical or historical information about past
decades, but rather to immerse players in this era and allow them to
experience the life of older generations. In this light it would be difficult
for many users to put into words what they have learning by playing
this game.
Games are normally by their intrinsic nature a means for informal
learning, although they can be used in formal settings as well as for
self-regulated learning. Independently on how they might be used,
there are several challenges that designers and developers of serious
games must face, some pertaining more to the learning aspect, some
more to the gaming aspect and some others to technological and
implementation details.
ReFeRenCes, see online veRsion at www.
sky.is
Figure 1: Deviation on preference between: under 20 and over 20
Figure 2: Differences on preference between males and females