{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,31]],"date-time":"2026-03-31T00:38:07Z","timestamp":1774917487753,"version":"3.50.1"},"reference-count":43,"publisher":"MDPI AG","issue":"1","license":[{"start":{"date-parts":[[2019,12,24]],"date-time":"2019-12-24T00:00:00Z","timestamp":1577145600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games includes game experts and pedagogical experts that must be able to efficiently communicate to produce a product that is both educationally efficient and fun to play. Although there are some design frameworks to help with this communication, they are usually more conceptual and do not distinguish the fun factor from the learning contents well, making communication difficult. In this paper, a new practical methodology is presented to support the design process of this kind of digital games. This methodology is more all-encompassing because it identifies all the main steps that are needed to define the learning mechanisms in an educational serious game, from topic choice to user experience. It also separates the game\u2019s learning contents from other mechanics used to keep the game fun to play. Finally, some practical examples are shown, illustrating the use of this methodology.<\/jats:p>","DOI":"10.3390\/info11010014","type":"journal-article","created":{"date-parts":[[2019,12,24]],"date-time":"2019-12-24T10:28:43Z","timestamp":1577183323000},"page":"14","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":66,"title":["Practical Methodology for the Design of Educational Serious Games"],"prefix":"10.3390","volume":"11","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-0611-6157","authenticated-orcid":false,"given":"Frutuoso G. M.","family":"Silva","sequence":"first","affiliation":[{"name":"Department of Computer Science, University of Beira Interior, 6201-001 Covilh\u00e3, Portugal"},{"name":"Instituto de Telecomunica\u00e7\u00f5es, 6201-001 Covilh\u00e3, Portugal"}]}],"member":"1968","published-online":{"date-parts":[[2019,12,24]]},"reference":[{"key":"ref_1","unstructured":"Lazzaro, N. (2004, January 22\u201326). Why We Play Games: Four Keys to More Emotion without Story. Proceedings of the Game Developer\u2019s Conference, San Jose, CA, USA."},{"key":"ref_2","unstructured":"Lindley, C.A. (2019, December 22). Game taxonomies: A high level framework for game analysis and design. Available online: https:\/\/pdfs.semanticscholar.org\/71d9\/939bcbac30e8c45760f801be292bf79b6fd2.pdf."},{"key":"ref_3","unstructured":"Michael, D., and Chen, S. (2005). Serious Games: Games That Educate, Train, and Inform, Course Technology PTR. [1st ed.]."},{"key":"ref_4","unstructured":"Adams, E. (2013). Fundamentals of Game Design, New Riders Games. [3rd ed.]."},{"key":"ref_5","doi-asserted-by":"crossref","unstructured":"Mueller, F.F., Gibbs, M.R., and Vetere, F. (2008, January 8\u201312). Taxonomy of exertion games. Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat, Cairns, Australia.","DOI":"10.1145\/1517744.1517772"},{"key":"ref_6","unstructured":"Bredl, K., and B\u00f5sche, W. (2013). Play yourself fit: Exercise + Videogames = Exergames. Serious Games and Multi-User Virtual Environments in Professional Development and Healthcare, IGI Global."},{"key":"ref_7","first-page":"11","article-title":"Serious games between simulation and game: A proposal of taxonomy","volume":"5","author":"Botte","year":"2009","journal-title":"J. e-Learn. Knowl. Soc."},{"key":"ref_8","first-page":"47","article-title":"The educational benefits of videogames","volume":"20","author":"Griffiths","year":"2002","journal-title":"Educ. Health"},{"key":"ref_9","first-page":"16","article-title":"Digital game-based learning: It\u2019s not just the digital natives who are restless","volume":"41","author":"Eck","year":"2006","journal-title":"EDUCAUSE Rev."},{"key":"ref_10","doi-asserted-by":"crossref","first-page":"5502","DOI":"10.1016\/j.sbspro.2012.06.465","article-title":"The serious game: What educational benefits?","volume":"46","author":"Mouaheb","year":"2012","journal-title":"Procedia Soc. Behav. Sci."},{"key":"ref_11","doi-asserted-by":"crossref","first-page":"178","DOI":"10.1016\/j.compedu.2015.11.003","article-title":"An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games","volume":"94","author":"Boyle","year":"2016","journal-title":"Comput. Educ."},{"key":"ref_12","unstructured":"Baptista, R., Coelho, A., and Vaz de Carvalho, C. (2015, January 8\u20139). Relationship between game categories and skills development: contributions for serious game design. Proceedings of the 9th European Conference on Games Based Learning (ECGBL 2015), Steinkjer, Norway."},{"key":"ref_13","doi-asserted-by":"crossref","first-page":"25","DOI":"10.1109\/MC.2005.297","article-title":"From visual simulation to virtual reality to games","volume":"38","author":"Zyda","year":"2005","journal-title":"Computer"},{"key":"ref_14","doi-asserted-by":"crossref","unstructured":"Zemliansky, P., and Wilcox, D. (2010). Design and Implementation of Educational Games: Theoretical and Practical Perspectives; Information Science Reference, IGI Global. [1st ed.].","DOI":"10.4018\/978-1-61520-781-7"},{"key":"ref_15","unstructured":"Adams, E. (2019, December 22). The Designer\u2019s Notebook: Sorting Out the Genre Muddle. Available online: https:\/\/www.gamasutra.com\/view\/feature\/132463\/the_designers_notebook_sorting_.php."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1155\/2014\/817167","article-title":"A New Methodology of Design and Development of Serious Games","volume":"2014","author":"Barbosa","year":"2014","journal-title":"Int. J. Comput. Games Technol."},{"key":"ref_17","unstructured":"Salen, K., and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals, The MIT Press."},{"key":"ref_18","doi-asserted-by":"crossref","first-page":"411","DOI":"10.1016\/j.bushor.2015.03.006","article-title":"Is it all a game? Understanding the principles of gamification","volume":"58","author":"Robson","year":"2015","journal-title":"Bus. Horiz."},{"key":"ref_19","unstructured":"Hunicke, R., Leblanc, M.G., and Zubek, R. (2004, January 25\u201329). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence, San Jose, CA, USA."},{"key":"ref_20","doi-asserted-by":"crossref","first-page":"51","DOI":"10.1007\/s11423-006-9001-x","article-title":"Game object model version II: A theoretical framework for educational game development","volume":"55","author":"Amory","year":"2007","journal-title":"Educ. Technol. Res. Dev."},{"key":"ref_21","unstructured":"Winn, B.M. (2007). Chapter LVIII The Design, Play, and Experience Framework. Handbook of Research on Effective Electronic Gaming in Education, IGI Global."},{"key":"ref_22","doi-asserted-by":"crossref","unstructured":"Yusoff, A., Crowder, R., Gilbert, L., and Wills, G. (2009, January 15\u201317). A Conceptual Framework for Serious Games. Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies, Riga, Latvia.","DOI":"10.1109\/ICALT.2009.19"},{"key":"ref_23","unstructured":"Marfisi-Schottman, I., George, S., and Tarpin-Bernard, F. (2010, January 21\u201322). Tools and Methods for Efficiently Designing Serious Games. Proceedings of the European Conference on Games Based Learning (ECGBL), Copenhagen, Denmark."},{"key":"ref_24","doi-asserted-by":"crossref","unstructured":"Ravenscroft, A., Lindstaedt, S., Kloos, C.D., and Hern\u00e1ndez-Leo, D. (2012). The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library. 21st Century Learning for 21st Century Skills, Springer.","DOI":"10.1007\/978-3-642-33263-0"},{"key":"ref_25","doi-asserted-by":"crossref","first-page":"391","DOI":"10.1111\/bjet.12113","article-title":"Mapping learning and game mechanics for serious games analysis","volume":"46","author":"Arnab","year":"2015","journal-title":"Br. J. Educ. Technol."},{"key":"ref_26","doi-asserted-by":"crossref","first-page":"166","DOI":"10.1016\/j.compedu.2015.03.023","article-title":"An activity theory-based model for serious games analysis and conceptual design","volume":"87","author":"Carvalho","year":"2015","journal-title":"Comput. Educ."},{"key":"ref_27","doi-asserted-by":"crossref","unstructured":"Roungas, B. (2016). A Model-driven Framework for Educational Game Design. Int. J. Serious Games, 3.","DOI":"10.17083\/ijsg.v3i3.126"},{"key":"ref_28","doi-asserted-by":"crossref","unstructured":"De Lope, R.P., Medina-Medina, N., Soldado, R.M., Garc\u00eda, A.M., and Guti\u00e9rrez-Vela, F.L. (2017, January 6\u20138). Designing educational games: Key elements and methodological approach. Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece.","DOI":"10.1109\/VS-GAMES.2017.8055812"},{"key":"ref_29","first-page":"1","article-title":"Approaches for Serious Game Design: A Systematic Literature Review","volume":"8","author":"Rivera","year":"2017","journal-title":"ASEE Comput. Educ. J."},{"key":"ref_30","unstructured":"Spyridon, B., and Refanidis, I. (2019, January 3\u20134). An adaptation and personalisation methodology for Serious Games design. Proceedings of the European Conference on Games Based Learning, Odense, Denmark."},{"key":"ref_31","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1016\/j.entcom.2016.08.005","article-title":"Design methodology for educational games based on graphical notations: Designing Urano","volume":"18","author":"Arcos","year":"2017","journal-title":"Entertain. Comput."},{"key":"ref_32","doi-asserted-by":"crossref","first-page":"443","DOI":"10.1016\/j.jvlc.2011.09.001","article-title":"A visual language for the creation of narrative educational games","volume":"22","author":"Marchiori","year":"2011","journal-title":"J. Vis. Lang. Comput."},{"key":"ref_33","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1016\/j.jvlc.2016.05.002","article-title":"SKETCH\u2019NDO: A framework for the creation of task-based serious games","volume":"34\u201335","author":"Moya","year":"2016","journal-title":"J. Vis. Lang. Comput."},{"key":"ref_34","unstructured":"Bloom, B.S., Englehart, M.D., Furst, E.J., Hill, W.H., and Krathwohl, D.R. (1956). The Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain, David McKay Co., Inc."},{"key":"ref_35","first-page":"1","article-title":"Matching computer game genres to educational outcomes","volume":"16","author":"Sherry","year":"2006","journal-title":"Electron. J. Commun."},{"key":"ref_36","unstructured":"Raessens, J., and Goldstein, J. (2005). Computer Games and Learning: Digital Game-Based Learning. Handbook of Computer Game Studies, The MIT Press."},{"key":"ref_37","doi-asserted-by":"crossref","unstructured":"Rapeepisarn, K., Wong, K.W., Fung, C.C., and Khine, M.S. (2008). The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games. Technologies for E-Learning and Digital Entertainment, Springer.","DOI":"10.1007\/978-3-540-69736-7_53"},{"key":"ref_38","unstructured":"Honey, P., and Mumford, A. (1986). The Manual of Learning Styles, Peter Honey Associates."},{"key":"ref_39","first-page":"17","article-title":"Arithmetic Bird: A game for training mathematical operations","volume":"5","author":"Silva","year":"2019","journal-title":"EAI Endorsed Trans. Serious Games"},{"key":"ref_40","doi-asserted-by":"crossref","unstructured":"Barbosa, A.F.S., and Silva, F.G.M. (2011, January 8\u201311). Serious Games: Design and Development of OxyBlood. Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, Lisbon, Portugal.","DOI":"10.1145\/2071423.2071442"},{"key":"ref_41","unstructured":"Lopes, I., Morenets, Y., In\u00e1cio, P.R.M., and Silva, F.G.M. (2018, January 19). Cyber-Detective\u2014A game for cyber crime prevention. Proceedings of the Play2Learn 2018, Lisbon, Portugal."},{"key":"ref_42","doi-asserted-by":"crossref","first-page":"90","DOI":"10.1016\/j.compedu.2015.10.007","article-title":"Assessing the effectiveness of digital game-based learning: Best practices","volume":"92\u201393","author":"All","year":"2016","journal-title":"Comput. Educ."},{"key":"ref_43","doi-asserted-by":"crossref","first-page":"68","DOI":"10.1016\/j.compedu.2017.01.004","article-title":"How games for computing education are evaluated? A systematic literature review","volume":"107","author":"Petri","year":"2017","journal-title":"Comput. Educ."}],"container-title":["Information"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2078-2489\/11\/1\/14\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T13:45:24Z","timestamp":1760190324000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2078-2489\/11\/1\/14"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,12,24]]},"references-count":43,"journal-issue":{"issue":"1","published-online":{"date-parts":[[2020,1]]}},"alternative-id":["info11010014"],"URL":"https:\/\/doi.org\/10.3390\/info11010014","relation":{},"ISSN":["2078-2489"],"issn-type":[{"value":"2078-2489","type":"electronic"}],"subject":[],"published":{"date-parts":[[2019,12,24]]}}}