Toward a Taxonomy Linking Game Attributes to Learning
Top Cited Papers
- 14 May 2012
- journal article
- Published by SAGE Publications in Simulation & Gaming
- Vol. 43 (6), 729-760
- https://doi.org/10.1177/1046878112439444
Abstract
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy.Keywords
This publication has 44 references indexed in Scilit:
- Computerized History Games: Narrative OptionsSimulation & Gaming, 2008
- GameFlowComputers in Entertainment, 2005
- A Case Study in the Design of Interactive Narrative: The Subversion of the InterfaceSimulation & Gaming, 2003
- Knowledge structures and the acquisition of a complex skill.Journal of Applied Psychology, 2001
- A Critical Analysis of Computer Simulations for Conducting Team ResearchSmall Group Research, 2000
- The influence of shared mental models on team process and performance.Journal of Applied Psychology, 2000
- Computer-Based Simulation as an Adjunct to Ab Initio Flight TrainingThe International Journal of Aviation Psychology, 1998
- Teaching and Learning with SimCity 2000Journal of Geography, 1998
- Using an Interactive Computer Game to Increase Skill and Self-Efficacy Regarding Safer Sex Negotiation: Field Test ResultsHealth Education & Behavior, 1997
- SunWeb: user interface design for Sun Microsystem's internal WebComputer Networks and ISDN Systems, 1995