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Utility Games: gaming as a design strategy to achieve utility effects
Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion.
2007 (Engelska)Ingår i: LearnIT conference Game in´Action, Gothenburg, 13–15th of June, 2007, Göteborgs universitet , 2007Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The objective of this study is to introduce the concept of utility games, to develop a characterization of such a game category, and to explore design and evaluation issues particular for this category. By utility games, we refer to games predominantly designed for utility purposes, and where gaming is viewed as a design strategy to achieve the utility. Four utility games were analysed, with the following dimensions: the overall context, the utility objective, the game setting, evaluations performed and challenges related to design and evaluation. The analysis shows that the utility aspects and the game design are highly interrelated and affect each other on all levels of the design, and that evaluations of utility games have many dimensions to consider. A summary of lessons learnt and some recommendations to utility game designers are provided.

Ort, förlag, år, upplaga, sidor
Göteborgs universitet , 2007.
Nyckelord [en]
Utility Games, design strategy, utility effects, gaming, educational games
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Forskningsämne
SAMHÄLLSVETENSKAP, Informatik
Identifikatorer
URN: urn:nbn:se:hv:diva-2873OAI: oai:DiVA.org:hv-2873DiVA, id: diva2:374845
Konferens
LearnIT conference Game in´Action, Gothenburg, 13–15th of June, 2007
Tillgänglig från: 2010-12-06 Skapad: 2010-11-29 Senast uppdaterad: 2015-02-03Bibliografiskt granskad

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