Factors driving and influencing the development of serious games

Authors

  • Louise Møller Associate Professor at Aalborg University
  • Poul Kyvsgaard Hansen Associate professor, Aalborg University

DOI:

https://doi.org/10.17083/ijsg.v3i1.71

Keywords:

serious game development, end-users, business models

Abstract

There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious games and serious game facilitation, which give evidence to the fact that not all development in the area of serious games happens in terms of the digital versions. This paper investigate these new analog serious games and learning tools in the Danish market with focus on the drivers and influencing factors during their development and the effort of making a business out of the serious games. Empirically, the paper is based on close interaction and semi-structured interviews with some of the key serious game developers in Denmark (plus one in the US), some of them with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will show, how the game developers’ interaction with the end-users and their different business strategies, influences the way the game is developed.

Author Biographies

Louise Møller, Associate Professor at Aalborg University

Louise Møller Nielsen holds a M.Sc. Eng. in Industrial Design, a PhD in Design and Innovation, and is currently Associate Professor at Department of Architecture, Design and Media Technology, Aalborg University, Denmark. Her present research is concerned with the front end of innovation multidisciplinary interaction, serious games and prototyping. Besides her research and teaching at Aalborg University, she also worked as a researcher and concept developer at Copenhagen Living Lab until ultimo 2011. 

Poul Kyvsgaard Hansen, Associate professor, Aalborg University

Poul Kyvsgaard Hansen, Asc. Professor, M.Sc. Ph.D. Poul Kyvsgaard Hansen’s research interests cover the areas Product Realization processes, Organizational Design and Innovation. He has managed and participated in several national and international research projects. He has been one of the main responsible persons in the establishment of an Executive MBA education at Aalborg University and is currently Director of the programme. He has been visiting scholar at Stanford University and Imperial College. He is the author and co-author of more than 60 articles published in books, journals and international conference proceedings. He has the past 7 years been part-time employed by LEGO Group and Siemens Wind Power. 

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Published

2016-03-01

How to Cite

Møller, L., & Hansen, P. K. (2016). Factors driving and influencing the development of serious games. International Journal of Serious Games, 3(1). https://doi.org/10.17083/ijsg.v3i1.71

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Articles