Autori: Imbellone A., Botte B., Marinensi G., Medaglia C.M.
Editore: IARIA
Tipologia Prodotto: Articolo in rivista
Titolo della Rivista: International Journal On Advances in Networks and Services
Numero; Volume: 3, 4 ; 8
Numero prima e ultima pagina: 149 – 159
Codice ISSN: 1942-2644
Anno di Pubblicazione: 2015
Link: www.thinkmind.org/download.php?articleid=netser_v8_n34_2015_3
Abstract:
Mobile game-based learning is a very promising sector for corporate training, but it still lacks of a robust scientific research investigating the underlying causal models to explain its working principles. The paper presents the results of an empirical study conducted on two different kits of
mobile serious games, composed respectively by 30 and 20 games, both developed in the framework of an European project on mobile game-based learning for corporate training, titled “InTouch”. The study analyzes the causal relationships that influence the players’ willingness to play again the serious games and interprets those findings according to the distinction between ludic and narrative components of the games. The results emerging from the testing of the games on two separate samples of 54 and 118 people can be interpreted as an empirical evidence of the simultaneous, and yet independent, significant role of both the ludic and narrative
component of a serious game in determining the willingness to play again. On the whole, for the considered games the ludic factor showed to have a stronger influence than the narrative one. This different weight of ludic and narrative components, however, can be interpreted as a consequence of the specific mobile serious games that were analyzed, and cannot be generalized to other game-based solutions. Furthermore, when analyzing different groups within the considered sample, males and younger people showed to be more influenced by the ludic component, while the narrative component resulted to be stronger than the ludic one for females and older people. The conclusion of the study suggests an implementation of the proposed research concept with other serious games to find if the ludic/narrative interpretative key can improve understanding the structure of the games.
Keywords: Mobile Game-Based Learning; Corporate Training; Serious Games; Ludology; Narratology