New Issue Published in IJSG (vol 6., issue 4)

We are happy to conclude the sixth year of the International Journal of Serious Games (IJSG), with another regular issue, featuring five interesting articles (http://journal.seriousgamessociety.org/index.php/IJSG/issue/view/29):

“Computational thinking development and assessment through tabletop escape games”, by Menon et al. [1], strives to evaluate existing escape games aiming to develop computational thinking (CT)based on their systematic analysis according to the CT com-petency components. The authors conducted an analytical review of three tabletop escape games in CT to identify CT components and subcomponents. The use of tabletop escape games from a pedagogical perspective to develop CT among learners is discussed based on the results of the analysis to identifytheir current limits, covering relevantdesign aspects.

“Realizing a Mobile Multimodal Platform for Serious Games Analytics”, by Shoukry, S. Göbel [2], describesthe design and development of “StoryPlay Multimodal”, a mobile multimodal analytics platform for the evaluation of Serious Games. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed,to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.

“User experience and learning experience in a 4D virtual reality simulation game”, by Salovaara-Hiltunen et al. [3], focused on 4D virtual reality simulation games, andexplored the gaming and learning experience, as well as usability, in a multi-phase scenario based on the evidence-based theory of resuscitation. The findings suggest that gaming and learn-ing experiences are individual and vivid. Immersion created by the virtual gear had an es-sential impact on the overall experience. In addition, authenticity, interaction and feedback were important elements of learning experience. Usabilityhad a major role on the whole.

“Autonomy Motivators, Serious Games, and Intention Toward ISP Compliance”, by Azahrani and Johnson[4], aims to find out whether the autonomy intrinsic motivator can be influenced by atable-top game to enhance security awareness and, in turn, reinforce behavioural intention towards Information Security Policy (ISP)compliance. A test with thirty postgraduate students confirmed that the autonomy intrinsic motivator is positively influenced by the game and has a positive effect on the behavioural intention to comply with ISPs.

“Stimulating ideation in new teams with the mobile game Grapplenauts”, by Alaka et al. [5], presents a serious game for team working,namelyGrapplenauts, in which team players have to gradually work together towards a team-wide goal, first in pairs and then among pairs. Play testing has shown that Grapplenauts was perceived as a fun, engaging and challenging collaborative game. In addition, results of a preliminary user study are cau-tiously optimistic about the success of the game in improving the perceived atmosphere withinnewly-formed teams.

References:
[1] D. Menon, T. Viéville, and M. Romero, “Computational thinking development and assessment through tabletop escape games.” International Journal of Serious Games,Vol. 6, Nr. 4, Decem-ber 2019, https://doi.org/10.17083/ijsg.v6i4.319
[2] L. Shoukry, S. Göbel,“Realizing a Mobile Multimodal Platform for Serious Games Analytics,”International Journal of Serious Games, Vol. 6, Nr. 4, December 2019, 19 -48. https://doi.org/10.17083/ijsg.v6i4.323
[3] M. Salovaara-Hiltunen, K. Heikkinen, J.-M. Koivisto, “User experience and learning experience in a 4D virtual reality simulation game,” International Journal of Serious Games,Vol. 6, Nr. 4, December 2019, https://doi.org/10.17083/ijsg.v6i4.305
[4] A. Alzahrani, C. Johnson,“Autonomy Motivators, Serious Games, and Intention Toward ISP Compliance,”International Journal of Serious Games, Vol. 6, Nr. 4, December 2019, 67 -85. https://doi.org/10.17083/ijsg.v6i4.315
[5] S. Alaka, M. L. Cunha, J. Vermeer, N. Z. Salamon, N. Z., Balint, R. Bidarra, “Stimulating idea-tion in new teams with the mobile game Grapplenauts,”International Journal of Serious Games,Vol. 6, Nr. 4, December 2019, 87 -102. https://doi.org/10.17083/ijsg.v6i4.325

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