Abstract

This paper gives an overview of games-based learning and theories from the field of psychology. Two types of games are suggested as the basis for serious games to teach positive behaviour and social norms: a resource management game and a virtual pet. The games are outlined and evaluated by comparison with the key aspects of games-based learning in the literature. To asses the feasibility of the suggested games, their respective prototype implementations are benchmarked and tested and the results are reported.

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