Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 11, 2023
Date Accepted: Mar 17, 2024

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

Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework

Bunt L, Greeff J, Taylor E

Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework

JMIR Serious Games 2024;12:e48099

DOI: 10.2196/48099

PMID: 38820585

PMCID: 11179034

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A stakeholder-centred framework for serious game design: A conceptual rendering

  • Lance Bunt; 
  • Japie Greeff; 
  • Estelle Taylor

ABSTRACT

Background:

In the fields of education, healthcare, and business, serious games (SRGs) have become an established training and education tool. Despite this, serious game design has been criticised for failing to address the needs and preferences of stakeholders adequately. In response, stakeholder theory (ST) has been proposed as a basis for understanding the interests of stakeholders involved in the design and implementation of SRGs. Enterprise architecture (EA), which focuses on the development and optimisation of complex organisational systems, has also been suggested as a valuable tool for SRG design. Using the Architecture Development Method (ADM) method within SRG contexts, moreover, can aid in the identification of capabilities, methods, and processes that can enhance future SRG projects.

Objective:

A conceptual framework for the design of SRGs that integrates ST and EA principles is presented. The framework is comprised of several elements, such as stakeholder analysis, requirements collection, architecture design, and implementation planning. As such, this paper completes the synthesis of theory undertaken in prior work to put forward a conceptual framework for the design of SRGs.

Methods:

The process of creating a conceptual framework involves identifying key concepts, relationships, and variables that are pertinent to the research question or problem. This work builds on an integrative literature review of the three pillars of serious game design, stakeholder theory and enterprise architecture. Theory mapping has been used as a visual method for representing concepts and their relationships in a graphical format. This technique entails generating and organising ideas into a hierarchy of related concepts and sub-concepts, followed using visual symbols and connecting lines to represent their relationships. The development of new theory involves proposing a set of interconnected concepts and relationships based on existing theory and empirical evidence, as well as refining the framework through ongoing testing and refinement. Creating a conceptual framework therefore requires a combination of techniques, such as a literature review, concept mapping, and theory development. Using these techniques within a design science research frame of iteratively designing, implementing, evaluating, and refining a solution to a practical problem, the researchers construct a framework that captures the key concepts, relationships, and variables pertinent to their research question or problem.

Results:

By taking a stakeholder-centric approach to the design of serious games, designers can ensure that the game meets the needs of its users and is in line with the organisation's overall objectives. This paper, then, offers a conception of a stakeholder-centred design framework that is diagnostic, flexible, informative, empowering, supportive, and sustainable. The framework prioritises the needs and interests of various stakeholders, including game developers, players, investors, regulators, and others, to promote good design.

Conclusions:

This paper provides a conceptual rendering of a stakeholder-centred serious game design framework for serious game designers that synthesises theory from stakeholder theory and enterprise architecture, as well as to illustrate the potential benefits of applying these frameworks to serious game design. We believe that by taking a more structured and stakeholder-centric approach to serious game design, designers can create games that are more effective, engaging, and in line with a team or organisation's overall objectives.


 Citation

Please cite as:

Bunt L, Greeff J, Taylor E

Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework

JMIR Serious Games 2024;12:e48099

DOI: 10.2196/48099

PMID: 38820585

PMCID: 11179034

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.