Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Is the boundary of fun redefined in a mixed-reality serious game?

View through CrossRef
Considering Games with the broad definition proposed by Juul (Juul, 2010), consequences outside of the magic circle can be negotiated. This definition opens up the possibility to define serious games, games developed with an utilitarian goal in mind, in addition to fun. The entertaining and utilitarian objectives may however be contradictory, leading serious games to be, more often than not, less than optimal in at least one of the two dimensions. Another way to play with the boundaries of games is to consider pervasive games, which include alternate reality games, and crossmedia games (Montola, 2005). We question here the limit between game, play and toy in the context of a mixed reality serious game. ‘Pangu’ is a game designed for bachelor students, with biochemistry as the utilitarian objective, and the origin of life as a game theme. The students are asked to play the game on their smartphone, which in turn ask them to build molecules with a tangible balls-and-sticks model typically used in chemistry classes. Pictures taken from the models allow users to ‘scan’ these models and progress in the game. The use of the game was observed in four opportunities. An unanticipated observation is that, in addition to expected behaviors, some students used briefly the models like a toy rather than in the context of the game. It is therefore tempting to speculate that the pervasive nature of the game is blurring the game/non game boundary and, in the context of this serious game, opens a door for fun.
Title: Is the boundary of fun redefined in a mixed-reality serious game?
Description:
Considering Games with the broad definition proposed by Juul (Juul, 2010), consequences outside of the magic circle can be negotiated.
This definition opens up the possibility to define serious games, games developed with an utilitarian goal in mind, in addition to fun.
The entertaining and utilitarian objectives may however be contradictory, leading serious games to be, more often than not, less than optimal in at least one of the two dimensions.
Another way to play with the boundaries of games is to consider pervasive games, which include alternate reality games, and crossmedia games (Montola, 2005).
We question here the limit between game, play and toy in the context of a mixed reality serious game.
‘Pangu’ is a game designed for bachelor students, with biochemistry as the utilitarian objective, and the origin of life as a game theme.
The students are asked to play the game on their smartphone, which in turn ask them to build molecules with a tangible balls-and-sticks model typically used in chemistry classes.
Pictures taken from the models allow users to ‘scan’ these models and progress in the game.
The use of the game was observed in four opportunities.
An unanticipated observation is that, in addition to expected behaviors, some students used briefly the models like a toy rather than in the context of the game.
It is therefore tempting to speculate that the pervasive nature of the game is blurring the game/non game boundary and, in the context of this serious game, opens a door for fun.

Related Results

Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Comparing cybersickness in virtual reality and mixed reality head-mounted displays
Introduction: Defence Research and Development Canada is developing guidance on the use of Mixed Reality head-mounted displays for naval operations in the Royal Canadian Navy. Virt...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Konsep Perilaku Keputusan Pembelian Game Online
Konsep Perilaku Keputusan Pembelian Game Online
E-Sport sports have been recognized as sports since 2020. The rise of technological developments makes game applications more very diverse and competitive. Data shows that the numb...
Toward a Digital Companion to Monitor a Mixed Reality Game
Toward a Digital Companion to Monitor a Mixed Reality Game
The game orchestration by the game master during a game-based learning session requires to (1) collect data from player interactions, (2) visualize indicators built with this data,...
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
This study presents the development of three analogue games as engagement tools for citizen participation in climate action. Our serious games (purpose beyond entertainment) were d...
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
<p>Mastery of English vocabulary is crucial for high school students' communication skills and academic success. However, some students in Indonesia face challenges in master...
Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online
Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online
Abstract. The large number of online game players in Indonesia has given rise to online game communities, both online through platforms such as discord, twitch, or steam and also o...

Back to Top