Velthuizen, V.R. (2016) FASD: A Functional Architecture for Serious game Development. Bachelor's Thesis, Computing Science.
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Abstract
The goal for the construction of FASD is to take lessons learned in the development of serious games and structure them in such a way that they can benefit future serious games. First a closer look at serious games is given. Determining what exactly they are and why their development needs to be improved. Then the areas of Design Science, Design Science Research and Systems Engineering are explored in an effort to find a way to present the lessons learned. Next a case study is needed to provide a first example and kickstart FASD. Such a case study was found in GISEGas, a serious game that looks at introducing biogas into a traditional west european gas network (like the Netherlands). With the techniques from systems engineering a functional architecture is drawn up, describing, from a functional perspective, how a serious game should work. Subsequently guidelines are given for how to setup a serious game project using this functional architecture. Together, the architecture and guidelines form the “Functional Architecture for Serious game Development framework” or FASD framework. Finally another example of a serious game is used to provide some validation of the FASD framework. When looking at serious games, first it should be determined what definition of serious game is being used, since there are several. There are three categories of projects that regularly get the label of serious game: interactive simulation, educational games and gamification. Below gives a short description for each. - Interactive simulation: Simulate situations and let humans interact with those to multiple ends amongst which: learning how players react, learning how players interact, allowing players to learn from otherwise costly mistakes. Useful for exploring system, process and/or organisational (re)design from a development or investment perspective. - Educational games: This type of game is used to supplement or replace traditional teaching materials and are used to convey knowledge. - Gamification: Projects that use gamification are not necessarily games, but use gaming elements to help motivate certain behaviour.
Item Type: | Thesis (Bachelor's Thesis) |
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Degree programme: | Computing Science |
Thesis type: | Bachelor's Thesis |
Language: | English |
Date Deposited: | 15 Feb 2018 08:24 |
Last Modified: | 15 Feb 2018 08:24 |
URI: | https://fse.studenttheses.ub.rug.nl/id/eprint/14469 |
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