Abstract

This study emphasises the primary designing characteristics of serious games that make a balance between entertainment and education. The method description was utilised as a tool based on the analysis of serious game structure, strategies, model application, and factors of games supporting entertainment and the learning process in the literature. Through Summon system (a systematic digital library that includes various popular digital libraries), 52 potential studies were collected within the recent five years (from 2018 to 2023). The result shows that 13 methods are utilised to design serious games in reviewed papers. These methods involve a diversity of design theories proposed in these papers selected and some potential dimensions that impact the design of serious games to create the balance between entertainment and education.

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