How to set the game characteristics, design the instructional content and the didactical setting for a serious game for health prevention in the workplace

Research output: Contribution to book/conference proceedings/anthology/reportConference contributionContributedpeer-review

Abstract

The game “simkult” is a serious game for health prevention in the workplace. The design process focused on three key aspects of serious games derived from the Input-Process-Outcome model of learning with games by Garris and Driskell. In order to introduce knowledge, skills and attitudes with regard to safety and health at the workplace we systematically developed (a) the instructional content, (b) the game characteristics and (c) the context of use, which defines how the game is used and how the debriefing can be realized. As a result, “simkult” is a multi-player simulation game for five to 20 persons which addresses work teams in small and middle sized companies. By putting each player in the position of a restaurant manager the complex interplay of important areas towards safety and health at work (e.g. work climate, leadership) are displayed. Two core aspects within the game are the non-player characters and critical incidents which represent quests for the players in the simulation. These were developed with regard to the target group’s needs in order to create an engaging and effective serious game.

Details

Original languageEnglish
Title of host publicationGames and Learning Alliance - 7th International Conference, GALA 2018, Proceedings
EditorsHeinrich Söbke, Manuel Gentile, Mario Allegra
PublisherSpringer, Berlin [u. a.]
Pages210-220
Number of pages11
ISBN (print)9783030115470
Publication statusPublished - 2019
Peer-reviewedYes

Publication series

SeriesLecture Notes in Computer Science, Volume 11385
ISSN0302-9743

Conference

Title7th International Conference on Games and Learning Alliance, GALA 2018
Duration5 - 7 December 2018
CityPalermo
CountryItaly

External IDs

ORCID /0000-0002-4280-6534/work/142251697

Keywords

Keywords

  • Health prevention, Learning, Serious game