DIGITAL LIBRARY
SERIOUS GAME DESIGN CONCEPT AND THE TECHNOLOGY ACCEPTANCE MODEL
Reutlingen University (GERMANY)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 4061-4070
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.1019
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
Serious Games are developed for the purpose of enhancing aspect of educational, political, social, or workplace interaction. Serious Games or “games with a useful purpose” have as their main objective to teach, inform, train, and allow one to experiment, all while playing. They can serve to deepen the player´s understanding of some dimensions of the human experience, often providing the capability to experiment with and explore in depth different aspects of social and interpersonal interaction.

In this paper we discuss five success stories of serious games used in companies and analyse their characteristics as well as their similarities to derive a universal design concept for serious games based on these success stories. Additionally, we investigate how serious games can be tested for their reliability in teaching. To do this we adapt the existing Technology Acceptance Model (TAM) using already identified attributes from behavioural, cognitive and psychological theories and analyse the connections to the external variables.
Keywords:
Serious games, technology acceptance model, success story, design, concept.