M. Ma et al. (Eds.): SGDA 2012, LNCS 7528, pp. 255–267, 2012.
© Springer-Verlag Berlin Heidelberg 2012
Experience in Serious Games:
Between Positive and Serious Experience
Tim Marsh
1
and Brigid Costello
2
1
James Cook University, QLD, Australia
tim.marsh@jcu.edu.au
2
University of New South Wales, Australia
bm.costello@unsw.edu.au
Abstract. This paper discusses the conceptual, practical and ethical considera-
tions towards the development of a framework of experience to inform design
and assessment of serious games. Towards this, we review the literature on
experience in interaction design, HCI, and games, and identify that the dominant
focus for design has been, and still remains, on positive and fun experience. In
contrast, anything other than positive experience is often loosely and sometimes
inappropriately lumped together under the broad label “negative experience”
which can imply bad experience and something to be avoided, while at the same
time suggesting it’s not useful to design. While work in HCI and the games lite-
rature begins to address experience beyond positive, it just scratches the surface.
By turning to drama, performance, literature, music, art and film that has shaped
experiences and emotion beyond the positive and fun for many years, we de-
scribe what experience beyond positive looks like, show how it is not always
“uncomfortable” and how it can be classed as entertainment, and argue for the
more appropriate term “serious experience”. We propose that the
focus for design of interaction and serious games should be an appropriate
rhythm between positive and serious experience. Finally, we discuss the impor-
tance of the take-away message and positive and serious experience in serious
games to linger or resonate post-encounter for players in order to encourage ref-
lection and fulfill purpose, and describe associated ethical concerns and make
recommendations for designers, evaluators and practitioners in order to
safeguard players/users.
Keywords: Positive Experience, Negative Experience, Serious Experience,
Framework, Design, Assessment, Linger, Resonate, Reflection.
1 Introduction
The term serious games encapsulates or frames an array of technologies, platforms,
applications and environments that can be identified along a continuum from video
games through simulation, to interactive art, mixed reality/media and experiential
environments [45]. So identifying a framework or categories of user/player expe-
rience in serious games needs to be broad enough to be applicable to and encompass
the above.