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Classifying Serious Games: The G/P/S Model

Copyright © 2011. 19 pages.
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DOI: 10.4018/978-1-60960-495-0.ch006, ISBN13: 9781609604950, ISBN10: 1609604954, EISBN13: 9781609604967
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MLA

Djaouti, Damien, Julian Alvarez and Jean-Pierre Jessel. "Classifying Serious Games: The G/P/S Model." Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. IGI Global, 2011. 118-136. Web. 23 May. 2012. doi:10.4018/978-1-60960-495-0.ch006

APA

Djaouti, D., Alvarez, J., & Jessel, J. (2011). Classifying Serious Games: The G/P/S Model. In P. Felicia (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 118-136). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-495-0.ch006

Chicago

Djaouti, Damien, Julian Alvarez and Jean-Pierre Jessel. "Classifying Serious Games: The G/P/S Model." In Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, ed. Patrick Felicia, 118-136 (2011), accessed May 23, 2012. doi:10.4018/978-1-60960-495-0.ch006

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Abstract

The purpose of this chapter is to introduce an overall classification system for Serious Games. ?The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. This chapter will start by discussing the definition of Serious Games, and define them as having a combination of “serious” and “game” aspects. This theoretical framework will be used to review previous classification systems and discuss their limitations. It will then introduce a new classification that addresses a number of these limitations: the G/P/S model. This classifies games according to both their “serious-related” and “game-related” characteristics, and combines the strengths of several previous classification systems.
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Complete Chapter List

1.
Research Review: Empirical Studies on Computer Game Play in Science Education (pages 1-28)
Gunilla Svingby (Malmö University, Sweden), Elisabet M. Nilsson (Malmö University, Sweden) Sample PDF | More details...
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2.
The Use of Computer Games in Education: A Review of the Literature (pages 29-50)
Thomas Hainey (University of the West of Scotland, Scotland), Thomas Connolly (University of the West of Scotland, Scotland), Mark Stansfield (University of the West of Scotland, Scotland), Liz Boyle (University of the West of Scotland, Scotland) Sample PDF | More details...
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3.
European Schoolnet1’s Games in Schools Study: The Current State of Play in European Schools and the Game Ahead (pages 51-73)
Caroline Kearney (European Schoolnet, Belgium) Sample PDF | More details...
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4.
Learning with Video Games (pages 74-96)
René St-Pierre (Université du Québec à Montréal, Canada) Sample PDF | More details...
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5.
A First Step towards Integrating Educational Theory and Game Design (pages 98-117)
Jan-Paul van Staalduinen (Delft University of Technology, The Netherlands) Sample PDF | More details...
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6.
Classifying Serious Games: The G/P/S Model (pages 118-136)
Damien Djaouti (IRIT – University of Toulouse, France), Julian Alvarez (IRIT – University of Toulouse, France), Jean-Pierre Jessel (IRIT – University of Toulouse, France) Sample PDF | More details...
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7.
Game-Based Learning Design Patterns: An Approach to Support the Development of “Better” Educational Games (pages 137-152)
Manuel Ecker (University of Education Weingarten, Germany), Wolfgang Müller (University of Education Weingarten, Germany), Johannes Zylka (University of Education Weingarten, Germany) Sample PDF | More details...
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8.
I’d Rather Be Playing Calculus: Adapting Entertainment Game Structures to Educational Games (pages 153-175)
Monica Evans (The University of Texas at Dallas, USA) Sample PDF | More details...
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9.
Game Literacy: Assessing its Value for Both Classification and Public Perceptions of Games in aNew Zealand Context (pages 176-191)
Gareth Schott (University of Waikato, New Zealand), Neil Selwyn (London Knowledge Lab, UK) Sample PDF | More details...
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10.
Unifying Instructional and Game Design (pages 192-214)
David I. Schwartz (Rochester Institute of Technology, USA), Jessica D. Bayliss (Rochester Institute of Technology, USA) Sample PDF | More details...
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11.
A Theoretical Background for Educational Video Games: Games, Signs, Knowledge (pages 215-238)
Nicolas Szilas (TECFA, FPSE, University of Geneva, Switzerland), Martin Acosta (Escuela de Matematicas, Universidad Industrial de Santander, Bucaramanga, Colombia) Sample PDF | More details...
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12.
ARGuing for Multilingual Motivation in Web 2.0: An Evaluation of a Large-Scale European Pilot (pages 240-260)
Thomas Hainey (University of the West of Scotland, Scotland), Thomas Connolly (University of the West of Scotland, Scotland), Mark Stansfield (University of the West of Scotland, Scotland), Liz Boyle (University of the West of Scotland, Scotland) Sample PDF | More details...
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13.
Computer Games for Affective Learning (pages 261-282)
Claire Dormann (University of Ottawa, Canada), Jennifer R. Whitson (Carleton University, Canada), Robert Biddle (Carleton University, Canada) Sample PDF | More details...
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14.
Motivating By Design: Using Digital-Game Based Learning Techniques to Create an Interesting Problem-Based Learning Environment (pages 283-309)
Paul Toprac (Southern Methodist University, USA) Sample PDF | More details...
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15.
Assessing Engagement in Serious Educational Games: The Development of the Student Engaged Learning in a Technology Rich Interactive Classroom (SELTIC) (pages 310-329)
Leonard A. Annetta (North Carolina State University, USA), Richard Lamb (North Carolina State University, USA), Brandy Bowling (North Carolina State University, USA), Rebecca Cheng (North Carolina State University, USA) Sample PDF | More details...
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16.
Games that Motivate to Learn: Design Serious Games by Identified Regulations (pages 330-351)
Menno Deen (Fontys University of Applied Sciences, The Netherlands), Ben A.M. Schouten (Fontys University of Applied Sciences, The Netherlands) Sample PDF | More details...
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17.
Theories of Motivation for Adults Learning with Games (pages 352-369)
Nicola Whitton (Manchester Metropolitan University, UK) Sample PDF | More details...
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18.
Collaborative Learning in Massively Multiplayer Online Games: A Review of Social, Cognitive and Motivational Perspectives (pages 370-394)
Iro Voulgari (University of Patras, Greece), Vassilis Komis (University of Patras, Greece) Sample PDF | More details...
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19.
How Digital Gaming Enhances Non-Formal and Informal Learning (pages 395-412)
Daniel Aranda (Universitat Oberta de Catalunya, Spain), Jordi Sánchez-Navarro (Universitat Oberta de Catalunya, Spain) Sample PDF | More details...
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20.
Understanding Serious Gaming: A Psychological Perspective (pages 413-430)
Priscilla Haring (VU University Amsterdam, The Netherlands), Dimitrina Chakinska (VU University Amersterdam, The Netherlands), Ute Ritterfeld (Technical University of Dortmund, Germany) Sample PDF | More details...
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21.
Using Spatial Audio in Game Technology for Expressing Mathematical Problems to Blind Students (pages 431-466)
Flaithrí Neff (Limerick Institute of Technology, Ireland), Ian Pitt (University College Cork, Ireland) Sample PDF | More details...
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22.
Mobile Gaming Environment: Learning and Motivational Effects (pages 467-481)
Namsoo Shin (University of Michigan, USA), Cathleen Norris (University of North Texas, USA), Elliot Soloway (University of Michigan, USA) Sample PDF | More details...
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23.
Affective Gaming in Education, Training and Therapy: Motivation, Requirements, Techniques (pages 482-511)
Eva Hudlicka (Psychometrix Associates, Inc., USA) Sample PDF | More details...
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24.
Gestural Motivation, Learning and Evaluation using Interactive Game Design (pages 512-528)
Roman Danylak (Stockholm University, Sweden) Sample PDF | More details...
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25.
Hints for Improving Motivation in Game-Based Learning Environments (pages 530-549)
Jean-Charles Marty (University of Savoie, France), Thibault Carron (University of Savoie, France) Sample PDF | More details...
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26.
Exploring the Gender Differences of Student Teachers when using an Educational Game to Learn Programming Concepts (pages 550-566)
Eugenia M. W. Ng (The Hong Kong Institute of Education, Hong Kong SAR, China) Sample PDF | More details...
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27.
Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection (pages 567-582)
Penny de Byl (Bond University, Australia), Jeffrey E. Brand (Bond University, Australia) Sample PDF | More details...
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28.
Game-Based Learning: Current Research in Games for Health, a Focus on Biofeedback Video Games as Treatment for AD/HD (pages 583-605)
Krestina L. Amon (The University of Sydney, Australia), Andrew J. Campbell (The University of Sydney, Australia) Sample PDF | More details...
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29.
As You Like It: What Media Psychology Can Tell Us About Educational Game Design (pages 606-632)
Stephanie B. Linek (German National Library of Economics (ZBW), Germany) Sample PDF | More details...
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30.
Engaging the Un-Engageable (pages 633-657)
John Carr (University of Nottingham, UK), Peter Blanchfield (University of Nottingham, UK) Sample PDF | More details...
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31.
A Reference Architecture for Game-Based Intelligent Tutoring (pages 658-682)
Dennis Maciuszek (University of Rostock, Germany), Alke Martens (University of Rostock, Germany) Sample PDF | More details...
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32.
Effective Game use in Neurorehabilitation: User-Centered Perspectives (pages 683-725)
Joel C. Perry (TECNALIA Research & Innovation, Spain), Julien Andureu (TECNALIA Research & Innovation, Spain), Francesca Irene Cavallaro (TECNALIA Research & Innovation, Spain), Jan Veneman (TECNALIA Research & Innovation, Spain), Stefan Carmien (TECNALIA Research & Innovation, Spain), Thierry Keller (TECNALIA Research & Innovation, Spain) Sample PDF | More details...
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33.
Serious Linguistic Games as Intelligent Tutoring Systems (pages 726-758)
Stephen Howell (University College Dublin, Ireland), Tony Veale (University College Dublin, Ireland) Sample PDF | More details...
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34.
Motivating the Demotivated Classroom: Gaming as a Motivational Medium for Students with Intellectual Disability and their Educators (pages 759-775)
Maria Saridaki (National and Kapodistrian University of Athens, Greece), Constantinos Mourlas (National and Kapodistrian University of Athens, Greece) Sample PDF | More details...
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35.
Field Report: Using a Violent Multiplayer Game as a Virtual Classroom for a Course on Violent Video Games (pages 777-805)
Wolfgang Bösche (Technische Universität Darmstadt, Germany), Florian Kattner (Technische Universität Darmstadt, Germany) Sample PDF | More details...
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36.
Students Using Indigenous Knowledge in Video Game Creation to Develop Design Thinking Skills (pages 806-819)
Professor Neil Anderson (James Cook University, Australia), Lyn Courtney (James Cook University, Australia) Sample PDF | More details...
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37.
Integration of Educational Games in Synchronous Virtual Classroom: A Case Study (pages 820-845)
Eleni Rossiou (University of Macedonia, Greece) Sample PDF | More details...
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38.
Playful Pedagogies: Cultural and Curricular Approaches to Game-Based Learning in the School Classroom (pages 846-859)
Ben Williamson (Futurelab, UK), Richard Sandford (Futurelab, UK) Sample PDF | More details...
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39.
Game-Based Learning with a Dialogic Teaching Approach: A Case of Deep Learning and the Use of SporeTM in A-Level Biology Lessons (pages 860-875)
Wee Hoe Tan (University of Warwick, UK), Sue Johnston-Wilder (University of Warwick, UK), Sean Neill (University of Warwick, UK) Sample PDF | More details...
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40.
Modifying Commercial Off-The-Shelf (COTS) Games for Use in Education (pages 876-894)
Ryan Flynn (University of Greenwich, UK) Sample PDF | More details...
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41.
Promoting Sexual Health Education via Gaming: Evidence from the Barrios of Lima, Peru (pages 895-912)
Arul Chib (Nanyang Technological University, Singapore) Sample PDF | More details...
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42.
Developing Educational Games for Engineering Education: A Case Study (pages 913-938)
Vinod Srinivasan (Texas A&M University, USA), Karen Butler-Purry (Texas A&M University, USA), Susan Pedersen (Texas A&M University, USA) Sample PDF | More details...
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43.
Developing Videogames for Physics Education (pages 939-960)
Kostas Anagnostou (Ionian University, Greece), Anastasia Pappa (Alibreto Science Communication and Education, Greece) Sample PDF | More details...
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44.
Practical Applications of Serious Games in Education (pages 961-973)
Helen Axe (PIXELearning, UK), Helen Routledge (PIXELearning, UK) Sample PDF | More details...
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45.
Game-Based Learning for Knowledge Sharing and Transfer: The e-VITA Approach for Intergenerational Learning (pages 974-1003)
Dimitra Pappa (NCSR Demokritos, Greece), Ian Dunwell (Serious Games Institute, UK), Aristidis Protopsaltis (Serious Games Institute, UK), Lucia Pannese (Imaginary srl, Italy), Sonia Hetzner (Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany), Sara de Freitas (Serious Games Institute, UK), Genaro Rebolledo-Mendez (Universidad Veracruzana, Mexico) Sample PDF | More details...
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46.
Exploring Educational Video Game Design: Meaning Potentials and Implications for Learning (pages 1004-1018)
Anna Åkerfeldt (Stockholm University, Sweden), Staffan Selander (Stockholm University, Sweden) Sample PDF | More details...
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47.
Emerging Paradigms in Legal Education: A Learning Environment to Teach Law through Online Role Playing Games (pages 1019-1035)
Nicola Lettieri (Institute for Development of Vocational Training, Italy), Ernesto Fabiani (Università del Sannio, Italy), Antonella Tartaglia Polcini (Università del Sannio, Italy), Rosario De Chiara (Università degli Studi di Salerno, Italy), Vittorio Scarano (Università degli Studi di Salerno, Italy) Sample PDF | More details...
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48.
Computer Games for Algorithm Learning (pages 1036-1063)
Sahar Shabanah (King Abdul-Aziz University, Saudi Arabia) Sample PDF | More details...
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49.
Context-Free Educational Games: Open-Source and Flexible (pages 1064-1085)
Vasiliki Dai (Secondary School Teacher of English, Greece), Vasilis Daloukas (Secondary School Teacher of Informatics, Greece), Maria Rigou (University of Patras, Greece), Spiros Sirmakessis (Technological Institution of Mesolonghi, Greece & Research Academic Computer Technology Institute (R.A. CTI), Greece) Sample PDF | More details...
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50.
A Study on Whether Digital Games can Effect Spatial Reasoning Skills (pages 1086-1110)
Andrea Corradini (IFKI, University of Southern Denmark, 6000 Kolding, Denmark) Sample PDF | More details...
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51.
LEADER.edu: Using Interactive Scenario-Based Simulations for Leadership Development (pages 1111-1147)
Brent D. Ruben (Rutgers University, USA), Kathleen M. Immordino (Rutgers University, USA), Sherrie Tromp (Rutgers University, USA), Brian Agnew (Rutgers University, USA) Sample PDF | More details...
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52.
Digital Propensity: An Investigation of Video Game and Information and Communication Technology Practices (pages 1148-1173)
Boaventura DaCosta (Solers Research Group, USA ), Angelique Nasah (Solers Research Group, USA), Carolyn Kinsell (Solers Research Group, USA), Soonhwa Seok (The Center for Research on Learning—eLearning Design Lab, University of Kansas, USA) Sample PDF | More details...
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