Supporting Collaborative Serious Game Studies Online

While a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow shari

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1 DITEN - University of Genova, Via Opera Pia 11/A, 16145 Genoa, Italy {franz,berta}@elios.unige.it, [email protected] Institute for Educational Technology - National Council of Research (CNR-ITD), Genoa, Italy [email protected] 3 Carol I National Defense University, 68-72 Panduri St., Bucharest, Romania [email protected] 4 BIBA, University of Bremen, Bremen, Germany [email protected]

Abstract. While a lot of papers have argued for the educational potential of serious games, the field is still young and methods and tools are needed in order to support effective and efficient design. The SG Studies Database is an instrument devised to allow sharing structured information about SGs. This information can be used by scholars and practitioners also to perform comparative analysis and identify components and modules that could be used in different games. The SG Studies database, which is freely available online on the site of the Serious Games Society, relies on a SG description model, that has been defined in order to allow a structured description of SGs, considering the perspectives of different stake‐ holders and contexts of use, and spurring the identification of SG components and their relationship with pedagogical theories and expected outcomes. The SG Studies database has already been used as a tool to support identification of reus‐ able patterns and components in SGs, in order to identify best practices and favor module re-use. Other meta studies are possible in the future on the database by any parties.

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Introduction

Serious Games (SGs) are now spread and used in a variety of environments (formal and informal education, training, advertising, fitness, etc.) and for a variety of topics, ranging from curricular activities (biology, history, languages, etc.) to management (finance, logistics, value chain, etc.) and personnel training (healthcare, salesmen, waiters, etc.). Several classifications and ontologies have been proposed in literature and databases are being maintained, in order to allow a description and/or support the use of SGs in different contexts. For instance, a non-exhaustive list of resources includes the following: • Classifications, providing dimensions for SG classification. Examples include: [1–6].

© Springer International Publishing Switzerland 2016 A. De Gloria and R. Veltkamp (Eds.): GALA 2015, LNCS 9599, pp. 228–237, 2016. DOI: 10.1007/978-3-319-40216-1_24

Supporting Collaborative Serious Game Studies Online

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• Repositories, featuring databases of SGs. Examples include Engage Learning1 and Serious.gameclassification.com2 • Blogs, focusing on news from the SG market and applications. Significant examples include the Serious Games Society (SGS) Blog3 and The Serious Games Market4. • Analysis and ontologies, going more in detail with the analysis of the game goals and components. The SGS’ SG Knowledge Management System5 and, with much more examples but with less detail, Serious.gameclassification.com (see footnote 2). SG studies provide focused analysis of one or more SG along th