Evidence map›Paper›PMID 37093627›Full record

ArticleJMIR serious games2023

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

Sofia Hadjileontiadou, Sofia B Dias, Leontios Hadjileontiadis

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Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

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1citing papers in PubMed
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1 · What the graph read from it

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3 · Its place in the literature

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1 citing paper in PubMed.

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5 · Who and what money

Authors and funding

3 authors.

Sofia Hadjileontiadou *Department of Primary Education, Democritus University of Thrace, Alexandroupolis, Greece.ORCID https://orcid.org/0000-0002-0474-1602
Sofia B Dias *Interdisciplinary Centre for the Study of Human Performance, Faculdade de Motricidade Humana, Universidade de Lisboa, Lisbon, Portugal.ORCID https://orcid.org/0000-0002-8239-583X
Leontios Hadjileontiadis *Department of Biomedical Engineering, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates.ORCID https://orcid.org/0000-0002-9932-9302

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDesign dynamics that evolve during a designer's prototyping process encapsulate important insights about the way the designer is using his or 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.

objectiveThis 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.

methodsWithin the 2D-ME framework, the Technological-Pedagogical-Content Knowledge (TPACK), its adaptation to the serious games (TPACK-Game), and the activity theory frameworks were combined to produce dynamic constructs that incorporate self-first and self-third person extension of the TPACK-Game to Games TPACK, rules, division of labor, and object. The dynamic interplay between such constructs was 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 Script proposed in this paper.

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

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

Indexed as

2D-ME conceptual frameworkactivity theoryATGames TPACKGTPACKiAISinternal Activity Interview Scriptself–first and self–third personserious games prototypingTechnological-Pedagogical-Content KnowledgeTPACK

Identifiers

PMID37093627
PMCPMC10167588

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