Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers

Research Article

Sensitizing: Helping Children Design Serious Games for a Surrogate Population

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  • @INPROCEEDINGS{10.1007/978-3-319-29060-7_10,
        author={Gavin Sim and Matthew Horton and Janet Read},
        title={Sensitizing: Helping Children Design Serious Games for a Surrogate Population},
        proceedings={Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2016},
        month={3},
        keywords={Children Serious games Sensitizing Participatory design},
        doi={10.1007/978-3-319-29060-7_10}
    }
    
  • Gavin Sim
    Matthew Horton
    Janet Read
    Year: 2016
    Sensitizing: Helping Children Design Serious Games for a Surrogate Population
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-29060-7_10
Gavin Sim1,*, Matthew Horton1,*, Janet Read1,*
  • 1: University of Central Lancashire
*Contact email: grsim@uclan.ac.uk, mplhorton@uclan.ac.uk, jcread@uclan.ac.uk

Abstract

This paper describes a study to investigate to what extent the use of sensitizing techniques can help children design a serious game for a surrogate population. In total 25 children from a UK primary school aged between 8–9 participated in two design sessions. The first session was designed to inform the children about life in rural China. The second session briefly taught the children about aspects of food hygiene and then required them to design a game on this subject, for children in rural China. The outputs from the children were analysed and although all the children managed to design a game, only 6 related this at all to food hygiene, with three of these having only a single element of food hygiene present. The other 19 created games were unrelated to food hygiene. In addition, only 1 drawing showed any evidence of thinking about the target users. More work is required to understand what children can contribute to the general development of serious games and to the specifics of thinking about other populations.