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Game graphics and effective learning: A review of visual communication research in serious games
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (GAME Research Group)ORCID-id: 0000-0003-0977-1285
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (GAME Research Group)ORCID-id: 0000-0003-0612-7101
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (GAME Research Group)ORCID-id: 0000-0003-1458-8557
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (GAME Research Group)ORCID-id: 0000-0001-5617-9984
2022 (Engelska)Ingår i: Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022 / [ed] Katherine Blashki, IADIS Press, 2022, s. 165-173Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The visuals of a game is a crucial element when it comes to providing good player experiences. Visuals are also an incredibly complex subject in a game context since different modes of visual representation can be more or less “appropriate” for different settings. For example, while one can look at photo-realism as an impressive feature of a game due to its technical complexity and functionally accurate representation of real-world objects, it might still not be a fitting choice for different audiences, or for different pedagogical strategies. Serious game research seldom focuses on understanding the design of these components or their applicability to different types of learning, and it more often focuses on games’ mechanics and how well they manage to capture subject matter content while still being engaging. The aim of this paper is to explore the gap in visual communication research, describing what studies tend to focus on providing some valuable context. This review was conducted on papers that dealt with visual aspects of serious games. The results show that visual communication is rarely addressed in serious game development research. Future research would benefit from taking visual communication in detail to facilitate the effectiveness of serious games.

Ort, förlag, år, upplaga, sidor
IADIS Press, 2022. s. 165-173
Nyckelord [en]
Serious Games, Literature Review, Visual Communication, Visual Design, Game Design, Learning Outcome
Nationell ämneskategori
Data- och informationsvetenskap Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
GAME Research Group
Identifikatorer
URN: urn:nbn:se:his:diva-21691Scopus ID: 2-s2.0-85142268771ISBN: 978-989-8704-41-2 (tryckt)OAI: oai:DiVA.org:his-21691DiVA, id: diva2:1688432
Konferens
16th Multi Conference on Computer Science and Information Systems, International Conferences Interfaces and Human Computer Interaction 2022 and Game and Entertainment Technologies 2022 (MCCSIS), 19-22 July 2022, Lisbon, Portugal
Anmärkning

ADIS – International Association for the Development of the Information Society

Tillgänglig från: 2022-08-18 Skapad: 2022-08-18 Senast uppdaterad: 2023-02-14Bibliografiskt granskad

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Scopushttps://www.iadisportal.org/digital-library/game-graphics-and-effective-learning-a-reviewof-visual-communication-research-in-serious-games

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Bai, HuaZhang, RanBerg Marklund, BjörnWilhelmsson, Ulf

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Bai, HuaZhang, RanBerg Marklund, BjörnWilhelmsson, Ulf
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Institutionen för informationsteknologiForskningsmiljön Informationsteknologi
Data- och informationsvetenskapMänniska-datorinteraktion (interaktionsdesign)

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