Serious Games Audience Research

Despite this not being a great source, it makes it really clear that keeping people engaged at any age is important with serious games. Including a hook or something fun is a way to keep people engaged (Barker, 2018). From experience with my Grandma especially, if she finds something that is enjoyable enough to play but is also mildly frustrating drives her to play it more and to do better. Taking that into consideration, a task that starts off gradually but then encourages the player to go gradually faster could be a good way to keep people engaged for longer, enabling training that is reinforced in memory simply due to repetition.

People with certain disabilities might find it hard to focus on or take in information through slide shows or videos, leading to incomplete or incorrect training. Cecilia Lanyi and David brown investigate five serious games that are aimed at intellectually disabled students and their ability to help people gain and keep jobs. (Lanyi & Brown, 2010)

Although this is not directly connected, the takeaway is that games for training might provide extra stimuli to disabled students that are able to keep students engaged and help absorb information better.

Marketing serious games as training resources within organisations might be a challenge. Aida Azedegan, Johann Riedel, and Jannicke Hauge researched the adoption of Serious Games in Corporate Training and found that 80% of the respondent companies they contacted do not use Serious Games for training while only 20% said that they do (Azadegan, et al., 2012). Out of all these companies, only 29% said they had even heard of the use of Serious Games for training, meaning the last 71% did not even know that it was a possibility (Azadegan, et al., 2012).

This indicates that there is a large market for serious games for training in businesses but also that it would be a hard market to tap into, especially with the fact that the paper above said that only 3% of companies contacted were even allowed to or were interested in participating in the survey.

Barker, H., 2018. 5 Creative Ways to Entertain a Serious Audience. [Online] Available at: https://www.eventmanagerblog.com/entertain-serious-audience

Lanyi, C. S. & Brown, D. J., 2010. Design of Serious Games for Students with Intellectual Disability. [Online] Available at: https://www.scienceopen.com/document_file/37a71a84-c09b-4d93-b40a-801a78d63273/ScienceOpen/001_Lanyi.pdf

Azadegan, A., Riedel, J. C. K. H. & Hauge, J. B., 2012. Serious Games Adoption in Corporate Training. [Online] Available at: https://www.researchgate.net/publication/262249501_Serious_Games_Adoption_in_Corporate_Training

Author

Jaz

Game developer who studied at Solent University with some truly amazing people. Now studying a Masters of Game Design at UCA Farnham. Also Co-Founder of Stack Interactive.


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