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Social Interactive Systems Design for Serious Games

Social Interactive Systems Design for Serious Games

Ines Di Loreto
ISBN13: 9781466619876|ISBN10: 1466619872|EISBN13: 9781466619883
DOI: 10.4018/978-1-4666-1987-6.ch008
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MLA

Di Loreto, Ines. "Social Interactive Systems Design for Serious Games." Student Usability in Educational Software and Games: Improving Experiences, edited by Carina Gonzalez, IGI Global, 2013, pp. 174-200. https://doi.org/10.4018/978-1-4666-1987-6.ch008

APA

Di Loreto, I. (2013). Social Interactive Systems Design for Serious Games. In C. Gonzalez (Ed.), Student Usability in Educational Software and Games: Improving Experiences (pp. 174-200). IGI Global. https://doi.org/10.4018/978-1-4666-1987-6.ch008

Chicago

Di Loreto, Ines. "Social Interactive Systems Design for Serious Games." In Student Usability in Educational Software and Games: Improving Experiences, edited by Carina Gonzalez, 174-200. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-1987-6.ch008

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Abstract

Based on the importance of social aspects for the learning process and for Digital Natives, this chapter describes a framework to create sociality inside learning environments and in particular in serious games. The described framework is based on four elements: identity, space, time, and actions. These elements (and the behaviors that emerge from them) can be used as markers in order to evaluate whether or not the system is able to facilitate social interactions. The chapter describes in particular (1) the framework for the creation of sociability in interactive systems, (2) two methods for its application in the design phase and in the development phase, (3) two experiments carried out in order to validate the above mentioned framework using a serious game called School Society, and (4) some observations on the framework and the relationship between social and learning aspects.

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