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An Exploratory Study on Nepalese Teenager’s Visual Recognition and Preferences 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 ; Interaction Lab)ORCID-id: 0000-0003-1458-8557
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (GAME Research Group ; Interaction Lab)ORCID-id: 0000-0003-0612-7101
2022 (Engelska)Ingår i: Proceedings 2022 IEEE International Conference on e-Business Engineering ICEBE 2022: 14-16 October 2022 Bournemouth, United Kingdom, IEEE Computer Society, 2022, s. 13-18Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In serious game development, effective communication through both languages, sounds, and icons can be crucial for a game to have its intended impact. While this is also true for entertainment games, serious games have added layers of challenges as they are a) often played by audiences outside of the “typical” game ecosystem, and b) miscommunication can lead to players missing important lessons or even learning incorrect information. When a serious game is intended to be used in different parts of the world, however, clear visual communication gets an added layer of complexity: culturally informed symbol interpretation and visual preference. In order to examine how these might affect players’ experiences when playing serious games, this paper presents the results of a mixed-method study conducted in two schools in Nepal. The study included 10 participants, between 13-16 years old, who played a prototype of a mobile game currently in development, which has the purpose of teaching young players about food nutrition and healthy habits. After playing the prototype, they took a short survey where they were asked to identify different food types, and they were also interviewed to discuss their opinions of the game’s visual style. The results of the study indicate that, while higher fidelity images were much easier to correctly identify by the participants, the participants’ preference for visual fidelity varied to a large degree.

Ort, förlag, år, upplaga, sidor
IEEE Computer Society, 2022. s. 13-18
Nyckelord [en]
serious games, educational games, visual fidelity, visual preference, healthy habits, art direction
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign) Interaktionsteknik
Forskningsämne
GAME Research Group
Identifikatorer
URN: urn:nbn:se:his:diva-21988DOI: 10.1109/ICEBE55470.2022.00011Scopus ID: 2-s2.0-85148649716ISBN: 978-1-6654-9244-7 (digital)ISBN: 978-1-6654-9245-4 (tryckt)OAI: oai:DiVA.org:his-21988DiVA, id: diva2:1707391
Konferens
IEEE International Conference on E-Business Engineering (ICEBE), 14–16 October 2022 Bournemouth, United Kingdom
Tillgänglig från: 2022-10-31 Skapad: 2022-10-31 Senast uppdaterad: 2023-08-21Bibliografiskt granskad

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Förlagets fulltextScopusFulltexthttps://conferences.computer.org/icebe/2022/

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Bai, HuaBerg Marklund, BjörnZhang, Ran

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Människa-datorinteraktion (interaktionsdesign)Interaktionsteknik

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