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Simulating the Real—or Not: The Choice of Authenticity in a Serious Game Adaptation of Slow-TV: Case Study of The Great Moose Game, a Mobile Game Adaptation of SVT’s The Great Moose Migration
Högskolan i Skövde, Institutionen för informationsteknologi.
2025 (engelsk)Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
Abstract [en]

This thesis examines Det stora älgspelet (The Great Moose Game), a mobile serious game developed in collaboration with SVT’s slow-TV program Den stora älgvandringen (The GreatMoose Migration). The study explores how authenticity—understood as the perceived reality mediated through television—is negotiated during the adaptation of a non-fiction broadcast into an interactive format. Using Harteveld’s Triadic Game Design (Reality, Meaning, Play) as the analytical framework, the research investigates how perceived authenticity influenced user engagement in a serious game.The findings show that authenticity in this project was not a fixed target but a dynamic balance among creative, editorial, and technical constraints. Survey data and telemetry suggest that engagement was shaped by factors such as age, gaming experience, and prior familiarity with the program. The study concludes that adapting slow-TV into game form requires negotiating between realism and playability; and that perceived authenticity, especially embedded in aparticipatory culture across media, increases user engagement.

sted, utgiver, år, opplag, sider
2025. , s. 41
Emneord [en]
Serious Games; Slow-TV; Authenticity; Game Design; User Engagement; Transmedia Adaptation; Interactive Storytelling; Mediatized Reality
HSV kategori
Identifikatorer
URN: urn:nbn:se:his:diva-25908OAI: oai:DiVA.org:his-25908DiVA, id: diva2:2006125
Eksternt samarbeid
SVT
Fag / kurs
Informationsteknologi
Utdanningsprogram
Serious Games - Master's Programme
Veileder
Examiner
Tilgjengelig fra: 2025-10-13 Laget: 2025-10-13 Sist oppdatert: 2025-10-13bibliografisk kontrollert

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