Development of a serious game as a method to support youth work : a case study
Korhonen, Tanja; Teija Ravelin, Teija Ravelin; Halonen, Raija (2019-05-09)
Korhonen, Tanja; Ravelin, Teija; Halonen, Raija (2019) Development of a serious game as a method to support youth work : a case study. In Koivisto et al. eds. Proceedings of the 3rd International GaminFIN Conference (GamiFIN 2019), Levi, Finland, April 8-10, 2019, CEUR Workshop Proceedings, vol 2359, pp. 25-34.
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https://urn.fi/URN:NBN:fi-fe2019101833841
Tiivistelmä
Abstract
Youth social workers are looking for new ways to use digital technology in their daily work with adolescents. The current research focuses on serious games (SGs) in the social and healthcare sector. The objective was to identify the key phases in the design and development of SGs for such purpose. The case study consisted of the development of a visual novel, Game of My Life, aiming to support the life management skills of adolescents that can be used as an effective discussion tool for professionals and patients in nursing and youth work. The game was developed in three phases using iterative methods and in cooperation with different stakeholders. The results support our existing knowledge of SG development and suggests that SG development consists of analysing, development, testing and validation phases, in which all the multi-disciplinary teamwork is in focus. Providing guidance and a protocol on how to use the SG for both endusers and their supporters is considered important.
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