Challenges of serious games
EAI Endorsed Transactions
on Serious Games
Research Article
Challenges of serious games
B. Fernández-Manjón1,*, P. Moreno-Ger1, I. Martinez-Ortiz1 and M. Freire1
1
Grupo e-UCM, Facultad de Informática, Universidad Complutense de Madrid
Abstract
Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still
very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have
to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main
dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are
suggested to address or reduce these problems so that the use of educational games may be widespread.
Keywords: e-learning, human-computer interaction, educational games.
Received on 15 September 2015, accepted on 07 October 2015, published on 05 November 2015
Copyright © 2015 B. Fernández-Manjón et al., licensed to EAI. This is an open access article distributed under the terms of
the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use,
distribution and reproduction in any medium so long as the original work is properly cited.
doi: 10.4108/eai.5-11-2015.150611
mistakes and learn from them, to finally acquire a wider
experience that will enable him/her to achieve his/her goal.
All these characteristics present in videogames are highly
desirable in a learning process.
While educational centres work hard to awake the pupil’s
interest in the learning process, the videogames industry has
flourished, having experienced exponential growth for the
past two decades. This has lead to a great increase in
investments (and risk) to learn how to develop products that
capture the attention of players of all ages and backgrounds.
And they have succeeded: the videogame industry has
learned to capture and hold the players’ attention like no
other medium. Its highly interactive nature, with very short
feedback cycles, deeply engage the player, easily generating
these immersive and deep absorption states (flow), even
blurring the line between attraction and addiction. These
successes have led several researchers to argue (and
demonstrate in some domains) that this medium is ideal for
improving the knowledge and skills needed by the next
generations.
However, despite this impetus and the high level of
acceptance within the educational technologies research
field, the actual use of educational videogames in real
environments remains limited, and its adoption is still very
slow. For example, in the 2013 and 2014 NMC Horizon
1. Introduction
The use of games in education is far from being a new idea.
The game is an activity closely related to the learning
process (all mammalian offspring develop their skills
through play), and educators have identified gaming in
general, and more recently digital games, as a natural and
very effective approach when it’s time to capture and hold
students’ attention [6], [18].
Games can lead the user to get so involved in the play,
keeping his/her attention so deeply, that even his/her
perception of time can be distorted. This state, identified as
flow, was proposed and described by Mihaly
Csikszentmihalyi [4]. This author characterised the set of
circumstances that are needed for the flow to occur either in
games or in other daily life situations. This state is usually
achieved when some motivating task is being accomplished,
and it requires a proper combination of factors such as
having a clear goal, which is interesting and involving a
challenge, but simultaneously providing a sense of control
and feedback, or progression. These are characteristics
present in most of the best games. On the other hand, games
provide a highly interactive and safe environment in which
the player has to take the initiative to explore, make
*
Corresponding author. Email:
EAI
European Alliance
for Innovation
1
EAI Endorsed Transactions on
Sersious Games
10 -11 2015 | Volume 2 | Issue 6 | e4
B. Fernández-Manjón. et al.
Technological dimension. This is the closest to the
research on the use of information technologies,
covering issues such as the excessive cost of game
development, the lack of support tools to facilitate
the subsequent monitoring of results, or the
challenges to face when schools provide suitable
devices for the use of educational games.
Reports, games are described as one of the most promising
educational technologies, in both cases citing an adoption
window of two to three years [10], [11]. Nevertheless, this
seems an optimistic projection: its widespread use is still far
due to a series of social, technological and cultural barriers,
making it difficult to embrace this medium in educational
institutions (in fact, this is also referred in the 2012 NMC
Horizon Report both regarding high schools and higher
education institutions [12]).
In this work some of these barriers are revised, which in
many cases are common to the use of educational
technologies (ICT), and possible solutions or ways to
mitigate the identified problems are proposed. Thus, we
present a possible roadmap for a widespread acceptance of
using educational games in the classroom.
This classification aims mainly at structuring the analysis
of educational games challenges. We are aware that, as
whenever dealing with any complex problem, there are no
clear or perfectly defined borders. Certain critical aspects,
such as those concerning teachers, affect every dimension.
3. The social dimension
To analyse the social dimension it is interesting to compare
the videogame sector with the cinema or video worlds. The
latter are also greatly important as educational content,
which has recently been reinforced with the arrival of
massive open online courses (MOOCs), mainly supported
on videos. However, it is much more common to find news
about the release of a new film or the opening of a film
festival than about the launching of a game or the awards for
the best game of the year. Yet, the videogames industry is
today much more important than the film industry both from
the business turnover’s perspective and the amount of jobs it
has created: throughout the rapid growth of videogames in
recent years, their impact as industry in the media is
relatively insignificant when compared to its economic
impact.
Nevertheless, both industries experience a quite distinct
social perception. Although the cinema comprises several
subjects where very thorny issues are handled, and despite
the high amount of more extreme sequences than those
represented in video games, the way the media handles them
is very different. On the one hand as for the film industry,
there is a worldwide understood system about content
classification for adults only; on the other hand, usually it is
not established any direct link between the type of movi (...truncated)