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Valenza,M. V., Gasparini, I., & Hounsell, M. da S. (2019). Serious Game Design for Children: A Set of Guidelines and their
Validation. Educational Technology & Society, 22 (3), 19–31.
19 ISSN 1436-4522 (online) and 1176-3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND- NC 3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/). For further queries, please contact Journal Editors at ets-editors@ifets.info.
Serious Game Design for Children: A Set of Guidelines and their Validation
Matheus V. Valenza, Isabela Gasparini and Marcelo da S. Hounsell*
LARVA – Laboratory for Research on Visual Applications, DCC – Computer Science Department, UDESC – State
University of Santa Catarina, Brazil // matheusvvalenza@gmail.com // isabela.gasparini@udesc.br //
marcelo.hounsell@udesc.br
*Corresponding author
ABSTRACT: Digital games can be used as allies to support and motivate the learning process. Many researchers
focus their studies on the so-called Serious Games (SG), which are games whose primary objective is not solely
entertainment. What happens, however, is that these games end up being far from children ́s expectations, especially
when compared to entertainment-only games. Thus, this work reviewed the literature in search for positive
experiences of developing and using SG for children. Afterward, they were compiled together as a set of guidelines
that can be followed by designers and developers of SG for children, guiding the design decisions so that the final
product would be better suitable to children. The set of guidelines was obtained through SG analysis of child- oriented and child technology recommendations, leading to a total of forty guidelines that are divided into four
groups: input, output/interface, content, and control. They have been assessed by 59 experts which concluded that
they were all worth attention when designing SG for children.
Keywords: Serious game, Game design, Children, Guidelines
1. Introduction
Some of the benefits brought by the use of games on education, besides the improvement of learning, are the
motivating effect (Hsiao, 2007) and the development of cognitive abilities to solve problems, creativity and critical
thinking (Balasubramanian, Wilson, & Cios, 2006). These advantages can even benefit students with concentration
problems (Cone et al., 2006). In addition, skills such as learning by discovery (Kirriemuir & Mcfarlane, 2004), motor
and spatial coordination (Gros, 2007) and expert behavior (VanDeventer & White, 2002) are also developed while
the player has fun. Games are the best way to lead the child to activity, self-expression, knowledge, and socialization
(Falkembach, 2006). These benefits become even more accessible when the target audience is composed of children,
since they are already familiar with technology and are Digital Natives (Prensky, 2001).
However, there is an obstacle to all educational Serious Games (SG): they are still little used because achieving a
balance between quality and fun has been shown to be a difficult task (Savi & Ulbricht, 2008). Also, there are few
studies that deal with the adequacy of SG design for children and those who did, reported only a few useful
characteristics of the design (as will be shown by the related works).
The objective of this paper is to present a set of guidelines to help design SG for children and the validation process
used to assess their relevance by experts. To do this, the work gives a theoretical foundation and related work before
presenting the set of guidelines and then the validation process and discussions about it are presented.
2. Theoretical foundation
A Serious Game (SG) is a game designed for a primary purpose other than pure entertainment (Salen & Zimmerman,
2004). In a formal definition, it is a mental contest, played with a computer according to specific rules, which uses
entertainment for the purpose of government or business training, education health, public policy, and strategic
communication objectives (Zyda, 2005).
Child–Computer Interaction (CCI) is an area of scientific investigation that is concerned with the phenomena
surrounding the interaction between children and computational and communication technologies (Read &
Markopoulos, 2013). CCI encompass the study of the design, evaluation, and implementation of interactive computer
systems for children, and the wider impact of technology on children and society (Hourcade, 2008). CCI addresses
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the study of children’s activities, behaviors, concerns, and abilities, as they interact with computer technology (Read
& Bekker, 2011).
Guidelines are high-level statements ranging from a wide variety of cases to low-level declarations limited to
specific contexts (Mariage, Vanderdonckt, & Pribeanu, 2005). Guidelines are recommendations to designers and
developers when there are no specific standards. Guidelines are designed to certain processes according to what the
best practices are. These are then practical questions that are intended to guide the decisions of the product
development process. Guidelines serve as a way to achieve design principles, which are, in practical terms, tips on
how a system should be at its final stage, reminders of aspects to be contemplated or how it should be developed
(Herrington, Herrington, & Mantei, 2009). Guidelines also relate to design heuristics, with the difference that
heuristics are essentially observed in practice (Nielsen, 2002).
The compilation of guidelines assists less experienced designers by showing a path to be followed, preventing them
from pitfalls during the design (Leavitt & Shneiderman, 2006). Furthermore, the use of guidelines helps designers to
reflect on their practices, evaluating whether they should be applied and/or refined to the work context. The goal of
the guidelines is assisting researchers and designers who find themselves in similar contexts and problems
(Herrington, Herrington, & Mantei, 2009).
3. Related work
According to Chiasson and Gutwin (2005), recommendation sets organized in an objective way to aid in the design
of systems to children are scarce, often making designers adopt the same principles for traditional interfaces that are
focused on adults.
Chiasson and Gutwin (2005) presents a catalog of design principles for technologies aimed at children’s needs,
abilities and expectations. The goal of this catalog is helping the designers in finding these design recommendations
in an organized way and in one place. The catalog is organized into three categories: (i) cognitive, composed of
literacy, feedback, mental development, and imagination; (ii) physical, which refer to motor skills and tangibility,
and; (iii) social/emotional, which relate to engagement, social interactions, and collaboration.
The work of Nousiainen and Kankaanranta (2008) explored the experiences gained in three learning environment
projects that involved the collaboration of elementary school children. The work discusses the expectations that this
target audience has in relation to the interface of a software and its content. These expectations were categorized into
four sets: (i) interface; (ii) appearance; (iii) theme, and; (iv) content.
Chorianopoulos et al. (2014) present three design principles for SG in Mathematics, which are: (i) involving the
player with a hero story; (ii) employing familiar games mechanics and; (iii) provide constructive trial-and-error
feedback to promote learning. In order to illustrate the application of these three principles, the authors developed a
SG for teaching addition and subtraction with a focus on children of 13 and 14 years of age.
The work developed by (Falcão & Barbosa, 2015) aimed at presenting formative and objective analysis of relevant
pedagogical aspects in the process of children’s interaction with a game involving logic programming. According to
the authors, these parameters present the potential to compose a method of evaluating games of this target group. The
authors’ perception, however, was that educational systems have their own characteristics, so that general heuristics
do not always apply. In this way, based on the assumption that heuristics are considered an effective method of
evaluating interfaces, the formative evaluation was analyzed in order to surpass Nielsen ́s heuristics (Nielsen, 2002)
to the context of educational software. The heuristics were approached from three groups: exploratory interaction;
visual metaphors of the interface, and; interaction design.
These related works described only partial and limited initiatives to assist SG design for children and clearly show
the need for a bigger and unified set of guidelines because some findings are complementary and others overlap. The
set of guidelines we composed contains 40 guidelines and were divided into four categories, as will be explained
next.
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4. Methodology and guidelines proposal
The process to gather the guidelines was based on the aspects observed in the design, development, and evaluation of
SG for children and their contribution to the CCI area. We conducted a literature search in November 2017 where
(“Serious Games” AND “Children”) and (“Game” AND “Guidelines” AND “Children”) were used in Scholar
Google and Academia.edu search engines. These engines are well-known for being large databases of open access
scientific material. From the 15 papers initially found, we analyzed in each paper their set of guidelines, their related
works and, their references. Subsequently, authors and works most commonly cited were also investigated, resulting
in a final set of 29 sources, as it appears in Table 1.
Table 1. List of Guidelines, Their Group, Age Range and Source(s)
Group Guideline Age range Source(s)
Input
Guidelines
G1: Simplify the use of the
mouse
4 – 7;
6 – 8;
9 – 13
Bruckman & Bandlow (2003); Stewart et al.
(1998); Chiasson & Gutwin (2005); Druin et al.
(2001); Hourcade (2008)
G2: Avoid differentiating
between left and right
2 – 5 Bruckman & Bandlow (2003); Strommen (1998)
G3: Use efficient interaction
mechanisms with interface
elements
4 – 5;
4 – 7;
5 – 10;
Chiasson & Gutwin (2005), Druin et al. (2001);
Tse et al. (2011); Hourcade (2008); Steiner &
Moher (1992)
G4: Allow spoken instructions 6 – 10 Vasconcelos et al. (2017); Lopes (2015)
G5: Hide features of advanced
levels
Not
informed
Bruckman & Bandlow (2003); Halgren,
Fernandes, & Thomas (1995)
G6: Explore cooperative use 4 – 11 Inkpen (1997)
Output/
Interface
Guidelines
G7: Easy-to-read font type usage 6 – 10 Bruckman & Bandlow (2003); Bernard et al.
(2001); Vasconcelos et al. (2017); Nousiainen &
Kankaanranta (2008)
G8: Relate interface metaphor to
children world
4 – 7;
6 – 9;
5 – 10
Bruckman & Bandlow (2003); Jones (1993);
Halgren, Fernandes & Thomas (1995);
Schneider (1996); Falcão & Barbosa (2015);
Chiasson & Gutwin (2005); Druin et al. (2001);
Nousiainen & Kankaanranta (2008)
G9: Make interaction elements
ease to spot
3 – 12 Bruckman & Bandlow (2003); Gilitz (2002);
Carvalho, Gasparini, & Hounsell (2015)
D10: Use appropriate interaction
time to children’s age
Not
informed
Tse et al. (2011); Carvalho, Gasparini, & Hounsell
(2015)
G11: Use meaningful icon as a
replacement or help to texts
4 – 7 Chiasson & Gutwin (2005); Tse et al. (2011);
Hanna et al. (1998)
G12: Prefer recognizing than
remembering
2 – 6;
6 – 9
Falcão & Barbosa (2015); Nasiri,
Shirmohammadi, & Rashed (2017)
G13: Use of visual interface
mainly
6 – 10 Chiasson & Gutwin (2005); Druin et al. (2001);
Carvalho, Gasparini, & Hounsell (2015);
Vasconcelos et al. (2017)
G14: Provide accurate and fast
feedback
4 – 7; 6 –
9; 9 – 14
Falcão & Barbosa (2015); Chiasson & Gutwin
(2005); Steiner & Moher (1992); Said (2004)
G15: Show clearly the status of
the system
7 – 12;
11 – 12
Chiasson & Gutwin (2005); Hanna et al. (1998);
Nousiainen & Kankaanranta (2008)
G16: Prefer to use characters for
interaction
12 – 14 Chiasson & Gutwin (2005); Hanna et al. (1998);
Lester et al. (1997)
G17: Present information to
users according to their level of
development
Not
informed
Hourcade (2008)
G18: Use interfaces and
conventions that are known by
the users
6 – 8;
11 – 12
Nousiainen & Kankaanranta (2008); Rosas et al.
(2003)
G19: Layout must be rich in 7 – 12 Nousiainen & Kankaanranta (2008)