Serious Games for Mobile Devices: the InTouch Project Case Study

  • Alfredo Imbellone Link Campus University
  • Brunella Botte Link Campus University
  • Carlo Maria Medaglia Link Campus University
Keywords: Serious games, Mobile Game-based learning, Soft skills

Abstract

The paper presents the InTouch project and discusses design principles, implementation and evaluation of serious mobile games for the development of soft skills. 30 serious games for mobile devices were produced to be tested and evaluated during Learning Labs participated by SMEs professionals operating in different business sectors from seven European countries. The games describe situational learning cases related to 10 non routine skills, and use different types of interaction. Evaluation results are described, showing an overall positive impact deriving from the choice of the serious game approach and the use of mobile devices. When analyzing the role of different dimensions of the games, the most relevant elements influencing players’ satisfaction and their willingness to play again were found to be the levels of fun and difficulty associated with the games, the interest, the sense of reality and the adequacy of duration of the games.

Author Biographies

Alfredo Imbellone, Link Campus University
DASIC – Digital Administration and Social Innovation Center
Researcher
Brunella Botte, Link Campus University
DASIC – Digital Administration and Social Innovation Center
Researcher
Carlo Maria Medaglia, Link Campus University
DASIC – Digital Administration and Social Innovation Center
Researcher

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Published
2015-02-11
How to Cite
Imbellone, A., Botte, B., & Medaglia, C. M. (2015). Serious Games for Mobile Devices: the InTouch Project Case Study. International Journal of Serious Games, 2(1). https://doi.org/10.17083/ijsg.v2i1.41
Section
GaLA Conf 2014 special issue

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