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Accepted for/Published in: JMIR Serious Games

Date Submitted: Aug 10, 2022
Date Accepted: Jan 9, 2023

The final, peer-reviewed published version of this preprint can be found here:

A Conceptual Framework (2D-ME) for Explaining Self–first and Self–third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study

Hadjileontiadou SJ, Dias SB, Hadjileontiadis LJ

A Conceptual Framework (2D-ME) for Explaining Self–first and Self–third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study

JMIR Serious Games 2023;11:e41824

DOI: 10.2196/41824

PMID: 37093627

PMCID: 10167588

2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design

  • Sofia J. Hadjileontiadou; 
  • Sofia B. Dias; 
  • Leontios J. Hadjileontiadis

ABSTRACT

Background:

Design dynamics that evolve during a designer’s prototyping process encapsulate important insights about the way the designer is using his/her knowledge, creativity and reflective thinking. Nevertheless, the capturing of such dynamics is not always an easy task, as they are built through alternations between the self-first and self-third person views.

Objective:

This study aimed at introducing a conceptual framework, namely 2D-ME, to provide an explainable domain that could express the dynamics across the design timeline during a prototyping process of serious games.

Methods:

Within the 2D-ME, the Technological-Pedagogical-Content Knowledge (TPACK), its adaption to the serious games (TPACK-G) and the Activity Theory (AT) frameworks are combined to produce dynamic constructs that incorporate self-first, self-third person, extension of the TPACK-G to GTPACK, rules, division of labor, and object. The dynamic interplay between such constructs is used as an adaptation engine within an optimization prototype process, so each sequential version of the latter could converge to the designer’s initial idea of the serious game. Moreover, higher-order thinking is scaffolded with the internal Activity Interview Questionnaire (iAIQ) proposed here.

Results:

An experimental case study of the application of the 2D-ME conceptual framework in the design of a light reflection game is showcased, revealing all designer’s dynamics, both from internal (via a diary) and external (via the prototype version) views. The results of this case study exemplify the convergence of the prototyping process to an optimized output, by minimizing the mean square error (MSE) between the conceptual (initial, updated) idea of the prototype, following explainable and tangible constructs withing the 2D-ME framework.

Conclusions:

The generic structure of the proposed 2D-ME framework allows its transferability to various levels of expertise in serious games mastering, used both for designer’s process exploration and training of the novice ones.


 Citation

Please cite as:

Hadjileontiadou SJ, Dias SB, Hadjileontiadis LJ

A Conceptual Framework (2D-ME) for Explaining Self–first and Self–third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study

JMIR Serious Games 2023;11:e41824

DOI: 10.2196/41824

PMID: 37093627

PMCID: 10167588

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