Open this publication in new window or tab >>Show others...
2025 (English)In: INTERNATIONAL JOURNAL OF SERIOUS GAMES, E-ISSN 2384-8766, Vol. 12, no 3, p. 47-68Article in journal (Refereed) Published
Abstract [en]
Understanding players’ diverse visual recognition and visual preferences, especially in cross-cultural contexts, is critical for the creation of effective serious games. This study aimed to examine how varying levels of fidelity affect players' visual recognition, visual preference, and overall experience in serious gaming, using a mixed-method case study in the Bhaktapur district, Kathmandu, Nepal. Forty-four participants, aged 13 to 16 years, were enrolled in an A/B gameplay test. Fourteen students participated in in-depth interviews, thirty-six completed a questionnaire, and twenty-two provided valid telemetry data. We found that higher fidelity led to more positive affect, better recognition, stronger preference, higher familiarity, and positive emotional response from players. However, challenges were encountered regarding the identification of local food items. This highlights the key role of visual literacy, as adolescents are more influenced by familiar media than by real-life experiences in terms of visual recognition and preference. Effective visual communication in serious games should consider individual differences and the playing environment. This study contributes to serious game research by providing insights into an underrepresented demographic and demonstrating the importance of cultural context in visual communication. Findings offer practical guidance for game developers to design more inclusive and effective serious games.
Place, publisher, year, edition, pages
Genova: Serious Games Society, 2025
Keywords
Visual communication, serious games, cross-cultural, game graphic, visual literacy, health
National Category
Human Computer Interaction Public Health, Global Health and Social Medicine
Research subject
Research on Citizen Centered Health, University of Skövde (Reacch US); Interaction Lab (ILAB); GAME Research Group
Identifiers
urn:nbn:se:his:diva-25700 (URN)10.17083/229hsa32 (DOI)001542011000005 ()2-s2.0-105013126119 (Scopus ID)
Funder
Swedish Research Council, 2020-03333
Note
CC BY-NC-ND 4.0
Alternativ titel:
The Influence of Visual Recognition and Preference in Serious Games:A Pilot Study in Nepal
"We acknowledge support from the Swedish Research Council to A. Krettek (grant number 2020-03333) and Shanghai Gongqiao Technology to Hua Bai (grant number FS 2021/7)."
2025-08-052025-08-052025-09-29Bibliographically approved