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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Thin Light Blue Line - Towards Balancing Educational and Recreational Values of Serious Games?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Barbara Giżycka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paweł Jemioło</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastian Domarecki</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Krzysztof Świder</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mateusz Wiśniewski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Łukasz Mielczarek</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AGH University of Science and Technology al. Mickiewicza 30</institution>
          ,
          <addr-line>30-059 Krakow</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>With mobile games becoming best sellers in app stores of Google and Apple, more and more research interest is put in this field. Practical applications of games, however, may surpass sole entertainment and bring educational value to gaming experience. Such undertaking, under the name of serious games, has been actively explored in the academia and beyond. Numerous previous attempts at educational games brought significant insights into the edutainment area, which inspired us to garner the advantages of their ideas. In our work, we demonstrate an architecture of a mobile game with location data enabling context-aware play, which implements affective game design patterns for greater experience of cultural heritage of Cracow. Additionally, we identify several research questions and propose methodological approach to verify them.</p>
      </abstract>
      <kwd-group>
        <kwd>serious games</kwd>
        <kwd>educational application</kwd>
        <kwd>context-aware systems</kwd>
        <kwd>affective computing</kwd>
        <kwd>mobile devices</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Since its first concepts, which occurred in the nineties [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], Affective Computing
(AfC) has become a well defined area on the intersection of psychology,
philosophy, neuroscience and computer science, aiming at using emotional states to
enhance usability, flexibility and immersivity of computer systems. Soon after,
Affective Gaming (AfG) has been recognized as a field that lets to test solutions
which acquire this aim in the best way.
      </p>
      <p>
        That is why in our previous works we started with creating games based on
Affective Game Design Patterns [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] and then extended the idea with prototypes
implementing the Affective Loop [
        <xref ref-type="bibr" rid="ref13 ref27">13,27</xref>
        ]. Simultaneously, we investigated into the
? Light blue is the codified color associated with the academic field of education,
according to the United States Intercollegiate Bureau of Academic Costume.
area of context-aware systems that can be used for ambient intelligence [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. As
we focused on building more pervasive and immersive environments, we turned
our attention to smartbands and mobile platforms [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>This work is an attempt to merge our early ideas with AfC, context-aware
systems in the field of serious and educational gaming using mobile phones. The
rest of the paper is organized as follows. Firstly, we discuss serious games for
educational purposes. Then we provide information about affective and contextual
elements in such applications. In the next sections, we describe Meet Cracow1, a
developed prototype of a mobile game. Then we discuss our early ideas regarding
testing the application and we provide an outlook for our future works.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Serious Educational Games</title>
      <p>
        Conjoining seemingly contrary concepts of playing and learning has been present
in the research area for nearly four decades. Looking as far as back to 1970 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
serious games carry a definition based on their targeted effort, which surpasses
sole recreation. Essentially, this means that a serious game is one designed and
created with purpose other than entertainment. To date, serious games have
been used in many contexts and bore a variety of applications —ranging from
education and therapy to simulation and training, and as transmitter of certain
social or cultural ideas.
      </p>
      <p>
        The idea behind incorporating games into serious purposes lies within their
capability to engage learners, challenge them, and encourage them to solve
specific problems using acquired knowledge [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Although definitions of ‘game’,
‘play’ and ‘game play’ tend to vary greatly, majority of them agrees on certain
components [
        <xref ref-type="bibr" rid="ref12 ref14 ref6">12,6,14</xref>
        ] — that games involve operating within some constraints
or rules that the player willingly chooses to comply with. Another characteristic
of games is their focus on providing a form of feedback to the player’s actions.
Aside from rules, the player is often hindered from achieving the game goal too
early and too easily by being made to face various obstacles (i.e. diverse kinds
of enemies, traps or other in-game hazards). Moreover, the game often provides
a narrative, which makes the player involved in the story being told as one
progresses through the game. These challenges invoke a sense of engagement,
attachment to the game outcome, and sometimes even competition (or
cooperation, depending on the context) — which makes games a very promising area
for applying learning and teaching techniques [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
      </p>
      <p>
        Many researchers point out that academic approaches to serious games have a
fatal drawback, which impedes their positive evaluation in terms of educational
value — the lack of comparison between game-based and traditional learning
techniques. Moreover, [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] claims that this aspect is actually neglected by most of
the studies. Indeed, practical validations of instructional effectiveness of games
are scarce. However, when they do appear, the findings are quite
encouraging. According to [34], around three-quarters of reviewed social science games
1 Code available at home.agh.edu.pl/pjm/research/solutions/meetcracow
or simulations show no difference between games or simulations and classroom
instruction.
      </p>
      <p>
        A more recent review by [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] suggests that serious games in general have a
positive effect on learning. [45] showed that the student motivation increased
in the game based educational strategy variant of their study group, comparing
with the control non-game based variant. The benefit of such results is that games
can be used safely as an educational tool, without detriment in the academic
aspect.
      </p>
      <p>
        Aside from learning, serious games are eagerly used in various different
contexts. For example, a recent systematic review [43] indicates great benefits that
tourism field may gain from applying gamification techniques. Learning new
facts on the culture of different nations and countries can be brought into a new
level with contemporary technologies. Furthermore, modern users are
demanding in terms of quality of the experience they are provided with, especially in
the context of learning. Thanks to the interactive and engaging nature of games,
even people who struggle with getting involved with exploring the history of
important places and persons may become immersed in the experience. Games
often give possibility to adapt another existence (as an avatar) [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] and provide
challenges and missions that link the virtual fantasy and the reality [44]. For
example, Eye Shakespeare app enhances the visit in the famous poet’s
hometown, enabling to use augmented reality to discover interesting facts related to
Shakespeare when on site in Stratford Upown Avon2.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Re-purposed Games</title>
      <p>
        As mentioned before, serious games is a term that encompasses those games
that, from the moment of their conception, are designed to bear purpose
different than just entertainment. It might be confusing that, despite many years of
studies that confirm the positive effects of using games in teaching, educational
games’ presence is not that great, and edutainment market is not overflowing.
One of the main reasons, which also proves to be an important problem
regarding educational serious games, is that it is difficult to design and create a
good serious game, or to re-purpose an existing commercial game for serious
applications (the latter observed i.e. by [
        <xref ref-type="bibr" rid="ref10 ref16 ref8">8,10,16</xref>
        ]). Regarding the latter, which
seemingly would be a more viable strategy (since commercial design already
presupposes much impact placed on player experience and fun, without being
‘distracted’ by following strict educational guidelines), high amount of
irrelevant content and functionalities is perhaps the greatest trouble. [35] propose
conceptual guidelines for appropriate educational game genres in relationship to
learning techniques, activities and content, and [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] use the assumption that
educational games should resemble commercial games that students play in their
leisure time. They prove their point with an engaging educational video game
2 Unfortunately, the app does not seem to be supported anymore (September 15th,
2019). The reader can however have a glimpse of the game functionalities at
dailymotion.com/video/x2vr0vw
that they developed, which teaches children basic mathematical concepts. Their
game hones hand-eye coordination and quick reactions, while fulfilling standard
educational requirements 1.
      </p>
      <p>
        In order to tackle the challenge of good educational game design, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]
propose a RETAIN design and evaluation model (Relevance, Embedding, Transfer,
Adaptation, Immersion and Naturalization). In essence, the crucial feature of an
educational game should be that it forces the player to use previously gained
(academic) knowledge in order to progress within the game, and not only the
skills and mechanics trained during the game. Furthermore, the game’s academic
content needs to be endogenously immersed in the game context and storyline.
These findings are also supported by a recent alternative proposition from [41].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Mobile games for games generation</title>
      <p>
        [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] contends that contemporary students come from a games generation. He
describes descendants of this generation as individuals who prefer graphics over
text, have a ‘random and informal’ approach to information, treat learning as
a social activity, and expect an immediate pay-off of their academic efforts.
Moreover, they conceive knowledge as a consumable item, which is retrieved
and used when needed. This idea is recognized by [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] as one of the reasons why
most of educational games fail. We suggest that the very nature of using mobile
devices is pretty much in line with this perspective — a student can grab a
mobile device and find the needed information just when it is needed, and, what
is more, they can do this almost anytime and anywhere. Relying on this line of
thought, we developed a game prototype that benefits from mobile pervasiveness,
as well as addresses other needs and characteristics of games generation.
      </p>
      <p>
        The educational and gaming landscapes of mobile learning have been
thoroughly covered e.g. by [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Well-designed mobile games can use the physical and
social context. The whole concept resides within two underlying theories:
constructivism (meaning that people learn by constructing their own understanding
of principles and phenomena, e.g. [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]) and situated learning (where learning is
a social activity, embedded in the student’s life [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]). This leads to social,
meaningful, authentic, world-connected, open-ended design. We would like our games
to be location based, considering the theme of Cracow cultural heritage.
Location Based Mobile Games (LBMGs) bring pervasiveness, which contributes to
richer player experience [39] and reinforces positive effects of educational games.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Affective and thus effective</title>
      <p>
        According to [40], the field of educational games has stagnated. He argues that
in order to break away from this stillness it is necessary to consider and actively
involve the affective component of learning, in various ways. The recent paper
by [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] also identifies significance of affective learning component. Emotions are
either at the heart of learning [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], or inseparable from meaningful and sustained
learning [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Therefore, we also believe that the use of AfG solutions is the next
step on the way to popularize games as a teaching tool.
      </p>
      <p>
        Some game mechanics themselves are inherently capable of evoking emotions
in the player. Game mechanics, understood as such mechanisms that enable
interaction with the game world, can be described in terms of game design
patterns, as proposed by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Among the patterns identified by the authors,
one can distinguish several that, when applied to the game design, enhance the
affective level of the interaction with the application.
      </p>
      <p>Setting out from the serious games and AfG ground outlined above, in the
next section we present an early prototype of a location-based affective mobile
serious game, and provide a description of its educational value. Firstly, in
order to elevate the motivation and engagement, we want to remain as close to
commercial game quality as possible. In our approach, we do this by staying
close to the real life and involving game puzzles related to real world’s culturally
significant locations.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Context-oriented games</title>
      <p>
        Use of location in mobile gaming is not a new idea. For example, authors of [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]
developed a game called Real Tournament based on GPRS and IEEE 802.11
hotspots. The main aim of the game was to cooperate with team to move around
the city in order to find and capture as many monsters as possible. Similarly,
in [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], such knowledge also was incorporated in order to allow fighting against
opponents located in the same area.
      </p>
      <p>With the GPS sensor included in every smartphone, contextual information
became more available in apps used by millions of people everyday. Apart from
using it for navigating purposes, more and more game developers such as
Niantic with its Pokemon GO or Ingress, releases productions based on location
services [36], extending physical sensations with Augmented Reality.</p>
      <p>It should be noted that context-awareness goes beyond GPS or other
location systems. It is rooted in the knowledge of in-game and real world situations.
Therefore, it can be related for example to personality of the player, their
emotions in Affective Loop systems, state of in-game parameters or even dinner plans
of the player.
7</p>
    </sec>
    <sec id="sec-7">
      <title>A mobile game for cultural education</title>
      <p>In the light of previously described aims for educational serious gaming, we have
recently developed a mobile game, with cultural heritage of the Polish historical
city of Cracow as its theme. The game prototype was created using Unity engine
for Android devices. The gameplay is oriented around letting the player freely
explore the city, and to educate them about the culturally significant objects or
facilities that they encounter on their way.</p>
      <p>The game is location-based, meaning that the gameplay is closely related to
the player’s physical location in the real world. As the player roams freely and
explores the city, when they approach a certain object or facility, an opportunity
for solving a puzzle or playing a minigame is activated. Whats is more, thanks
to Android GPS Services, the user is able to see their distance to predefined
locations and choose a destination to which they want to head. In the compass
scene, the target’s direction is presented. Contrary to other games augmented
in real world like Pokemon GO, Meet Cracow does not implement full map
view. We believe that using compass can improve immersion of play by recalling
the historical times. When the player is near the object (closeness is defined
within the app settings), the puzzles and minigames are activated. They are
thematically related to the object of interest.</p>
      <p>Currently, three types of game-activities are available. The first one is inspired
by tiling puzzles which depict the approached cultural object. For example, when
approaching the Wawel Dragon sculpture, the player is presented with a jigsaw
puzzle depicting the scuplture. After solving the puzzle, the player is rewarded
with interesting facts about the Wawel Dragon and its legend.</p>
      <p>The second type are action minigames. Although quite loosely connected to
the educational aspect content-wise, they offer probably the greatest
entertainmnent among the available game-activities. In the action minigame, the player
uses their phone to maneuver a dragon through a sky of other system-controlled
dragons. The objective is to avoid collision with other dragons for a specified
amount of time. In the case of success, the player is presented with information
on the location that triggered the minigame.</p>
      <p>The final type of the game-activity are quizzes which test the player’s
knowledge on the cultural objects that they encounter. While this activity may appear
less entertaining than the previous two, it possibly bears the greatest educational
value. In order to ease the player and not to pose too much of a stress on them,
there are no harsh consequences of not choosing the correct answer on the first
attempt. If the player chooses a wrong answer or fails to choose any within
the specified time, the correct one is highlighted and the player can use this
knowledge in the next attempt of the quiz.</p>
      <p>The culturally significant locations are divided into three categories, which
enables each player to focus on their favorite aspect of the cultural heritage.
Firstly, Places are physical objects, buildings, sculptures etc., which the player
may approach and see in the real life. Next are Curiosities, which form a broader
category. They can include buildings, sculptures and commemorative tablets,
but also streets or plazas. They refer to any element that is somehow connected
with an important person or event. Finally, some Places or Curiosities may
be associated with a Legend, which is another category on itself. Legends are
narratives which fascinate many people, so those players who are more keen on
the elusive charm of the history and culture will probably enjoy these objects
the most.</p>
      <p>All mentioned elements are implemented as separate modules within the
game, therefore application could be easily extended by placing new locations in
databases or development of new activities such as other minigames.</p>
      <p>
        Apart from being context-based and educational, the game itself is also
intended to be affective thanks to use of game design patterns [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. For every task
in the game, user receives points that accumulates as he or she move around
the city. Then, player is able to see their results comparing to others. All results
are stored on the server. These elements refer to the patterns Score and
HighScore List , which evoke the thrill of competitiveness. What is more, if the player
wins a minigame, they gain access to the Inspirational learning scene, where
additional, most interesting facts connected to the place are showed. On the
other hand, failing to win the game results in temporary block to re-access the
minigame. Those two features are related to the patterns Rewards and
Penalties, which raise respectively positive feeling of victory and negative feeling of
defeat.
      </p>
      <p>The aim of the experience is to let the player who investigates the cultural
heritage of Cracow do this in a novel, entertaining way. The game is mobile, so
it can be played by almost anyone. Using the content categorization we respond
to the need of considering different types of players, with different preferences.
8</p>
    </sec>
    <sec id="sec-8">
      <title>Preliminary evaluation</title>
      <p>Meet Cracow is currently still undergoing many development processes, but the
operational prototype is fully test-ready. In the anticipated pilot study, we intend
to compare the users’ experience and performance in two conditions: with a
tourist guide but without the app, and without a guide but using the app.</p>
      <p>
        Using such experimental manipulation, we expect to identify answers to the
following research questions:
1. Does Meet Cracow improve the effectiveness of learning of cultural heritage
of Cracow?
We anticipate that the answer to this question will prove positive.
Considering the previously conducted studies [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and following the arguments
provided in the sections 1, 2 and 3, we believe that the mobile medium and
game-based mechanics will be sufficient for visible improvement of the recall
and the level of detail of the studied material.
2. Does Meet Cracow provide good enough usability to the users?
We are quite optimistic about the user experience of the game. Nevertheless,
we see plenty of room for improvement regarding the user interface, quality
of puzzle design and quantity of different minigames and graphical assets.
3. Do the affective mechanics enhance the user experience?
      </p>
      <p>
        We believe that the effect of the affective mechanics have a chance of
emerging already in the present state of the game. Regardless of that, we are
strongly inclined to deepen this aspect of the design, and include much more
refined approach towards the emotional layer of the player experience in
Meet Cracow – not only in terms of implementing more affective design
patterns, but possibly by engaging algorithms and tools for affect awareness,
i.e. AWARE [42] or Koko [38].
4. Does contextual part of the game improve the immersion of it?
It is almost certain for us that bringing the experience closer to the real-world
context, and the learning process closer to the studied material context at
the same time, will positively influence both the immersion on the level of
gameplay and the quality of learning simultaneously. We support this claim
by invoking psychological studies on the information recall enhanced with
context [
        <xref ref-type="bibr" rid="ref18">18,37</xref>
        ] as well as judging by the contemporary popularity of
contextbased and location-based games [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] together with VR experiences that bring
the immersiveness of the context to the higher level.
9
      </p>
    </sec>
    <sec id="sec-9">
      <title>Looking forward, conclusion</title>
      <p>
        We acknowledge that our prototype is still in early development, and therefore
we plan to further improve it in our future works. Following [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] suggestions,
we intend our game to include a user-friendlier GUI, allow for synchronous play
between different players, and generally represent commercial quality in terms
of development. Moreover, with regard to the RETAIN model [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], we want to
fine-tune the design so that it will better fit the model’s requirements.
      </p>
      <p>We recognize possible risks regarding the future development of the game,
and with the still upcoming practical evaluation of its current version. With the
necessity of work on commercial-quality development and educational value at
the same time, there is a need for more human resources. That is why we want to
divide the process of game creation into two groups. On the other hand, separate
teams (one for educational purposes and one focusing on development) can also
generate issues themselves – communication, production, etc.</p>
      <p>From the current perspective we can say that we have probably spread
ourselves too thin in terms of so many aspects: mobile, serious, educational,
historical, game, affective and location-based. It is difficult to tackle them all well. The
outcome may be that the balance between educational and commercial value
is still outside our grasp – something new still has to be found to marry these
values.</p>
      <p>Confucius is attributed to having said that: “Tell me, and I will forget. Show
me, and I may remember. Involve me, and I will understand.”. Relying on that,
aiming at making the learning process as engaging as possible seems only natural.
Thanks to years of research on educational methodologies, human cognitive and
emotional capabilities, and modern technological advancement, nowadays we
may be witnesses of birth of a new learning paradigm. As each of these areas has
clearly expressed needs and solutions, it is possible that resolving their nuances
is only a matter of bringing the findings of these disciplines together.
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