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Engaging Children in Story Co-Creation for Effective Serious Games

Author

Listed:
  • Zeno Menestrina

    (Centro Zaffiria, 47814 Bellaria-Igea Marina, Italy
    These authors contributed equally.)

  • Angela Pasqualotto

    (Department of Psychology and Cognitive Science, University of Trento, 38068 Rovereto, Italy
    Faculty of Psychology and Educational Sciences, University of Geneva, 1205 Geneva, Switzerland
    These authors contributed equally.)

  • Adriano Siesser

    (Arte Sella, 38051 Borgo Valsugana, Italy)

  • Paola Venuti

    (Department of Psychology and Cognitive Science, University of Trento, 38068 Rovereto, Italy)

  • Antonella De Angeli

    (Faculty of Computer Science, Free University of Bozen-Bolzano, 39100 Bolzano, Italy)

Abstract

Despite a growing interest in player-centred methods for serious games, little is known on how to achieve this goal in practice when prospective users are children. Foundational questions remain unanswered, such as to which design dimensions children should contribute, and how and when they should be engaged. This paper presents the methods and results of two studies that inspired Skies of Manawak, a game for developmental dyslexia remediation. The first study engaged 60 children (age 8–13) in 15 ideation workshops to highlight the story and aesthetics of the game. The second study engaged 258 children (age 8–11) in the comparative evaluation of the game demo with a commercial cognitive training system. The results proved the importance and complexity of the early involvement of children in design. Children strongly appreciated the demo, particularly the story their peers contributed to shaping. However, this story deviated from their desires in several critical dimensions. It had to reconcile gender stereotypes and the violence embedded in their narratives with the game’s purpose. An apparent conflict between designers and children’s values emerged, supporting the idea that children’s engagement in serious game design requires effective mediation to avoid compromising the purposes they intend to achieve.

Suggested Citation

  • Zeno Menestrina & Angela Pasqualotto & Adriano Siesser & Paola Venuti & Antonella De Angeli, 2021. "Engaging Children in Story Co-Creation for Effective Serious Games," Sustainability, MDPI, vol. 13(18), pages 1-20, September.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:18:p:10334-:d:636521
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    References listed on IDEAS

    as
    1. Terence Govender & Joan Arnedo-Moreno, 2021. "An Analysis of Game Design Elements Used in Digital Game-Based Language Learning," Sustainability, MDPI, vol. 13(12), pages 1-26, June.
    2. Sergio J. Viudes-Carbonell & Francisco J. Gallego-Durán & Faraón Llorens-Largo & Rafael Molina-Carmona, 2021. "Towards an Iterative Design for Serious Games," Sustainability, MDPI, vol. 13(6), pages 1-13, March.
    Full references (including those not matched with items on IDEAS)

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