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Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER

Author

Listed:
  • Casper Harteveld

    (Delft University of Technology, the Netherlands, c.harteveld@tudelft.nl)

  • Rui Guimarães

    (Delft University of Technology, the Netherlands, rui.guimaraes@gmail.com)

  • Igor S. Mayer

    (Delft University of Technology, the Netherlands, i.s.mayer@tudelft.nl)

  • Rafael Bidarra

    (Delft University of Technology, the Netherlands, a.r.bidarra@tudelft.nl)

Abstract

Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER , a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a multiobjective problem in which trade-offs need to be made. Making these trade-offs takes place in a design space defined by three equally important components: (a) Play, (b) Meaning, and (c) Reality. The various tensions between these three components result in design dilemmas and trilemmas that make it difficult to balance a serious game. Each type of tension is illustrated with one or more examples from the design of LEVEE PATROLLER.

Suggested Citation

  • Casper Harteveld & Rui Guimarães & Igor S. Mayer & Rafael Bidarra, 2010. "Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER," Simulation & Gaming, , vol. 41(3), pages 316-340, June.
  • Handle: RePEc:sae:simgam:v:41:y:2010:i:3:p:316-340
    DOI: 10.1177/1046878108331237
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    References listed on IDEAS

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    1. Richard D. Duke, 2000. "A Personal Perspective on the Evolution of Gaming," Simulation & Gaming, , vol. 31(1), pages 79-85, March.
    2. David Crookall, 2006. "Virtual reality simulation," Simulation & Gaming, , vol. 37(4), pages 417-419, December.
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    Cited by:

    1. Ihsen Zairi & Mohamed Ben Dhiab & Khadija Mzoughi & Imtinene Ben Mrad, 2022. "The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning," Simulation & Gaming, , vol. 53(6), pages 581-601, December.
    2. Rob J. Nadolski & Hans G. K. Hummel & Aad Slootmaker & Wim van der Vegt, 2012. "Architectures for Developing Multiuser, Immersive Learning Scenarios," Simulation & Gaming, , vol. 43(6), pages 825-852, December.
    3. Geertje Bekebrede & Julia Lo & Heide Lukosch, 2015. "Understanding Complexity," Simulation & Gaming, , vol. 46(5), pages 447-454, October.
    4. Heide Lukosch & Shalini Kurapati & Daan Groen & Alexander Verbraeck, 2016. "Microgames for Situated Learning," Simulation & Gaming, , vol. 47(3), pages 346-367, June.
    5. Wendy L. Bedwell & Davin Pavlas & Kyle Heyne & Elizabeth H. Lazzara & Eduardo Salas, 2012. "Toward a Taxonomy Linking Game Attributes to Learning," Simulation & Gaming, , vol. 43(6), pages 729-760, December.

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