(N/A)
4 pts
2 pts
0 pts
The function performed by the player as a response and/or input to the game.(ie. physical exertion, physiological, mental)
The channel by which information is communicated from the computer to the player. (ie. visual, auditory, haptic, smell, others)
The interaction of the player with the game is done using keyboard/mouse, movement tracking, tangible interfaces, brain interface, eye gaze, joystick, others.
The environment of the digital game (ie. 2d/3D, virtual or mixed reality, location awareness, mobility, online, social presence)
Application domains (education, well-being, training, advertisement, interpersonal communication, health care, others)
A balance of game elements and learning objectives are integrated within the pedagogy.
The design grasps player’s attention, focusing it on essential learning content, then stimulating the player to process relevant content experienced through gameplay. It develops player's mental models, validation of hypothesis and new playing formation strategies.
Players process the content effectively and extract relevant information.
Learning or teaching are facilitated through social activities and socially constructed game elements.
The content design provides a meaningful and motivating experience.
System requirements are grounded in theory related to learning outcomes.
The system went through an iterative, adaptive process including a continuous reevaluation of system requirements.
Provided objective date through multiple evaluation methods for conclusions. Measurement instruments and methods were valid and reliable.
Evaluation met stakeholders needs and expectations. Serious games were evaluated in real-world scenarios.
The activity challenges the player's skill level.
The player is absorbed in the action.
There are clear goals and immediate feedback
The game has the player's full attention.
The player has a sense of control over their actions.
The player is so involved in the game or simulation that they lose themselves.
The player's sense of duration of time is altered.
The game or simulation provides a fulfilling, enjoyable experience.
The player has extensive time to engage in play.
The game or simulation is embedded in an instructional program.
The content is delivered actively. The player is immersed and actively engaged.
The game or simulation include discovery, challenge, story or narrative.
There is human-centered interaction.
Gained and kept attention through graphics, videos, challenges, or multimedia.
Personal or professional goals are met.
Motivational messages and feedback were delivered.
Game or simulation was rewarding. Achieved both intrinsic and extrinsic rewards.