2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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Abstract

The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.
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