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An Exploratory Study on Nepalese Teenager’s Visual Recognition and Preferences in Serious Games
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (GAME Research Group)ORCID iD: 0000-0003-0977-1285
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (GAME Research Group ; Interaction Lab)ORCID iD: 0000-0003-1458-8557
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (GAME Research Group ; Interaction Lab)ORCID iD: 0000-0003-0612-7101
2022 (English)In: Proceedings 2022 IEEE International Conference on e-Business Engineering ICEBE 2022: 14-16 October 2022 Bournemouth, United Kingdom, IEEE Computer Society, 2022, p. 13-18Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
IEEE Computer Society, 2022. p. 13-18
Keywords [en]
serious games, educational games, visual fidelity, visual preference, healthy habits, art direction
National Category
Human Computer Interaction Interaction Technologies
Research subject
GAME Research Group
Identifiers
URN: urn:nbn:se:his:diva-21988DOI: 10.1109/ICEBE55470.2022.00011Scopus ID: 2-s2.0-85148649716ISBN: 978-1-6654-9244-7 (electronic)ISBN: 978-1-6654-9245-4 (print)OAI: oai:DiVA.org:his-21988DiVA, id: diva2:1707391
Conference
IEEE International Conference on E-Business Engineering (ICEBE), 14–16 October 2022 Bournemouth, United Kingdom
Available from: 2022-10-31 Created: 2022-10-31 Last updated: 2023-08-21Bibliographically approved

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Publisher's full textScopusFulltexthttps://conferences.computer.org/icebe/2022/

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Bai, HuaBerg Marklund, BjörnZhang, Ran

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