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iRubric: Serious Game Evaluation rubric

iRubric: Serious Game Evaluation rubric

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Serious Game Evaluation 
This rubric is intended for the use of evaluating serious games used in game-based learning (GBL) for stakeholders (Perryer et al., 2016, Wilson et al., 2016). The secondary rubric is used to assess the severity of the issues found with each criteria (Straat & Johansson, 2014).
Rubric Code: Z235C4B
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Public Rubric
Subject: Computers  
Type: Assessment  
Grade Levels: Graduate

Powered by iRubric Serious Game Evaluation
This rubric is intended for the use of evaluating serious games used in game-based learning (GBL) for stakeholders (Perryer et al., 2016, Wilson et al., 2016).
  Exceeds Expectations

This category exceeds stakeholder expectations (Wilson et al., 2016).

3 pts

Meets Expectations

This category meets stakeholder expectations (Wilson et al., 2016).

2 pts

Needs Improvement

This category does not meet all but does meet some of the stakeholder expectations (Wilson et al., 2016).

1 pts

Not Evident

This category does not meet stakeholder expectations (Wilson et al., 2016).

0 pts

Pace
1 pts

Pace - The rate at which the players are appropriately challenged with varying levels of difficulty. The increased skill mastery brings about increases game level challenge requirements (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game continually challenges the players at an appropriate pace and level to continue the pursuit of skills mastery without discouraging the players (Desurvire & Wiberg, 2009). This allows the players to maintain a solid send of flow in the game (Milman & Wessmiller, 2016) and they maintain their motivation (Perryer et al., 2016).
Meets Expectations

The game almost continually challenges the players at an appropriate pace and/or level to continue the pursuit of skills mastery without discouraging the players (Desurvire & Wiberg, 2009).
AND/OR
This usually allows the players to maintain a solid send of flow in the game (Milman & Wessmiller, 2016) and they usually maintain their motivation (Perryer et al., 2016).
Needs Improvement

The game inconsistently challenges the players at an appropriate pace and/or level to continue the pursuit of skills mastery with and/or without discouraging the players (Desurvire & Wiberg, 2009).
AND/OR
This may or may not allow the players to maintain a solid send of flow in the game (Milman & Wessmiller, 2016) and they may or may not maintain their motivation (Perryer et al., 2016).
Not Evident

The game does not challenge the players at an appropriate pace and/or level to continue the pursuit of skills mastery with and/or without discouraging the players (Desurvire & Wiberg), 2009.
AND/OR
This does not allow the players to maintain a solid send of flow in the game (Milman & Wessmiller, 2016) and/or they cannot maintain their motivation (Perryer et al., 2016).
Player-Evident Activity
1 pts

Player-Evident Activity - The activities and changes to the game made by a player are visible throughout the game as the player interacts with the challenges (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game always maintains the changes made by a player to the game and those changes are visible even when a player regresses in the game (Desurvire & Wiberg, 2009). This always contributes to the increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game almost always maintains the changes made by a player to the game and/or those changes are usually visible when a player regresses in the game (Desurvire & Wiberg, 2009).
AND/OR
This usually contributes to the increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game inconsistently maintains the changes made by the player to the game and/or those changes are inconsistently visible when a player regresses in the game (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contribute to the increased flow and motivation the player experiences wit the game (Perryer et al., 2016).
Not Evident

The game does not maintain the changes made by the player to the game (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to the sense of flow and motivation the player experiences with the game (Perryer et al., 2016).
Avatar Connection
1 pts

Avatar Connection - The player's avatar and the avatar, itself, are designed to engage the player, within the game, on an emotional level (Desurvire & Wiberg, 2009).

Exceeds Expectations

There is an always an extremely evident emotional connection between the player and their avatar as the avatar negotiates the world of the game (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

There is almost always an extremely evident emotional connection between the player and their avatar as the avatar negotiates the world of the game (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

There is an inconsistently evident emotional connection between the player and their avatar as the avatar negotiates the world of the game (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

There is an not a clearly evident emotional connection between the player and their avatar as the avatar negotiates the world of the game (Desurvire & Wiberg, 2009).
AND/OR
This may not contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Visceral Content
1 pts

Visceral Content - This is the audio and visual design elements to immerse players in the game (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game's design always utilizes audio and visual content to fully immerse the player in the game (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game's design almost always utilizes audio and visual content to fully immerse the player in the game (Desurvire & Wiberg, 2009).
AND/OR
This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game's design inconsistently utilizes audio and visual content to immerse the player in the game (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The game's design does not utilize audio and visual content to immerse the player in the game (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Score Indicators
1 pts

Score Indicators - This is the player's ongoing score in the game which is displayed during game play (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game makes the player's score continually available to them in a completely unobtrusive manner (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game makes the player's score almost continually available to them (Desurvire & Wiberg, 2009).
AND/OR
The player's score is projected in a mostly unobtrusive manner (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game makes the player's score inconsistently available to them (Desurvire & Wiberg, 2009).
AND/OR
The player's score is projected in a somewhat obtrusive manner (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The game makes the player's score unavailable to them (Desurvire & Wiberg, 2009).
AND/OR
The player's score is projected in an obtrusive manner (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Game Feedback
1 pts

Game Feedback - The game provides feedback and reacts to the actions of the player (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game always reacts to the player and always provides stimulating feedback through the game's challenges (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game almost always reacts to the player (Desurvire & Wiberg, 2009). AND/OR
The game almost always provides stimulating feedback through the game's challenges (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game inconsistently reacts to the player (Desurvire & Wiberg, 2009). AND/OR
The game inconsistently provides stimulating feedback through the game's challenges (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The game does not react to the player (Desurvire & Wiberg, 2009).
AND/OR
The game does not provide stimulating feedback through the game's challenges (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Rewarding Players
1 pts

Rewarding Players - The game provides players with a rewards which may take many forms including the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game always provides players with rewards which may include the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game almost always provides players with rewards which may include the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game inconsistently provides players with rewards which may include the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The game does not provide players with rewards which may include the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Context-Required Information
1 pts

Context-Required Information - The player is given information, as the context of the game requires (Desurvire & Wiberg, 2009). This information is given via the game design so that no manual is required to engage with the game (Desurvire & Wiberg, 2009).

Exceeds Expectations

The player is always given complete information required for the context of the game play challenge to completely meet the player's needs (Desurvire & Wiberg, 2009). The level of detailed information given to the player means no manual at all is required to play the game (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The player is almost always given information required for the context of the game play challenge (Desurvire & Wiberg, 2009).
AND/OR
The information given to the player is almost always complete for the player's needs.
AND/OR
The level of detailed information given to the player means usually no manual is required to play the game (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The player is inconsistently given information required for the context of game play challenges (Desurvire & Wiberg, 2009).
AND/OR
The information given is inconsistently complete for the player's needs.
AND/OR
The level of detailed information given to the player means a manual may inconsistently be required to play the game (Desurvire & Wiberg, 2009).
AND/OR
This may inconsistently contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The player is not given information required for the context of the game play challenge (Desurvire & Wiberg, 2009)..
AND/OR
The level of detailed information given to the player means a manual may likely be required to play the game (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Game Story
1 pts

Game Story - The game utilizes a story to immerse the player in the game play experience (Desurvire & Wiberg, 2009).

Exceeds Expectations

The game utilizes an extremely engaging story to immerse the player in the game experience (Desurvire & Wiberg, 2009). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The game utilizes an adequately engaging story to immerse the player in the game experience (Desurvire & Wiberg, 2009).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The game utilizes an inconsistently engaging story to immerse the player in the game experience (Desurvire & Wiberg, 2009).
AND/OR
This almost inconsistently contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The game does not use an engaging story to immerse the player in the game experience (Desurvire & Wiberg, 2009).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Platform Efficiency
1 pts

Platform Efficiency - The appropriate speed of game response time for player actions, given the platform's specifications (Wilson et al., 2016).

Exceeds Expectations

The speed and timing of the game on the specified platform completely matches the abilities and actions possible for players (Wilson et al., 2016). This always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Meets Expectations

The speed and timing of the game on the specified platform almost completely matches the abilities and actions possible for players (Wilson et al., 2016).
AND/OR
This almost always contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Needs Improvement

The speed and timing of the game on the specified platform almost inconsistently matches the abilities and actions possible for players (Wilson et al., 2016).
AND/OR
This inconsistently contributes to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Not Evident

The speed and timing of the game on the specified platform almost do not match the abilities and actions possible for players (Wilson et al., 2016).
AND/OR
This may not contribute to increased flow and motivation the player experiences with the game (Perryer et al., 2016).
Level of Severity - Sub-Rubric
The level of severity of issues pertaining to the original criterion are rated separately in this rubric (Straat & Johansson, 2014).
  Game Rendered Unplayable

3 pts

Major Issue Affecting Game Play

2 pts

Minor Issue May Affect Game Play

1 pts

Not a Problem for Game Play

0 pts

Pace
1 pts

Pace - The rate at which the players are appropriately challenged with varying levels of difficulty. The increased skill mastery brings about increases game level challenge requirements (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the pace (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with pace seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to pace (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the pace (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with pace found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Player-Evident Activity
1 pts

Player-Evident Activity - The activities and changes to the game made by a player are visible throughout the game as the player interacts with the challenges (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the player-evident activity (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with player-evident activity seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to player-evident activity (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the player-evident activity (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with player-evident activity found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Avatar Connection
1 pts

Avatar Connection - The player's avatar and the avatar, itself, are designed to engage the player, within the game, on an emotional level (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the avatar connection (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the avatar connection seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the avatar connection (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the avatar connection (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the avatar connection found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Visceral Content
1 pts

Visceral Content - This is the audio and visual design elements to immerse players in the game (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the visceral content (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the visceral content seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the visceral content (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the visceral content (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the visceral content found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Score Indicators
1 pts

Score Indicators - This is the player's ongoing score in the game which is displayed during game play (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the score indicators (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the score indicators seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the score indicators (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the score indicators (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the score indicators found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Game Feedback
1 pts

Game Feedback - The game provides feedback and reacts to the actions of the player (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the game feedback (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the game feedback seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the game feedback (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the game feedback (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the game feedback found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Rewarding Players
1 pts

Rewarding Players - The game provides players with a rewards which may take many forms including the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the rewarding of players (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the rewarding of players seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the rewarding of players (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the rewarding of players (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the rewarding of players found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Context-Related Information
1 pts

Context-Required Information - The player is given information, as the context of the game requires (Desurvire & Wiberg, 2009). This information is given via the game design so that no manual is required to engage with the game (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the context-related information (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the context-related information seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the context-related information (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the context-related information (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the context-related information found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Game Story
1 pts

Game Story - The game utilizes a story to immerse the player in the game play experience (Desurvire & Wiberg, 2009).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the game story (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
OR
There is no game story (Desurvire & Wiberg, 2009).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the game story seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the game story (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the game story (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the game story found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Platform Efficiency
1 pts

Platform Efficiency - The appropriate speed of game response time for player actions, given the platform's specifications (Wilson et al., 2016).

Game Rendered Unplayable

The game is rendered unplayable due to the severity of the issues presented with the platform efficiency (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Major Issue Affecting Game Play

The game is playable, but the degree of severity of the issues with the platform efficiency seriously impact the playing of the game (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Minor Issue May Affect Game Play

The game is not really impacted other than minor playability issues due to the platform efficiency (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
Not a Problem for Game Play

The game play is not impacted at all by the platform efficiency (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).
AND/OR
There are no issues with the platform efficiency found (Desurvire & Wiberg, 2009, Straat & Johansson, 2014).





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