163 © Springer Nature Switzerland AG 2019
D. Ifenthaler, Y. J. Kim (eds.), Game-Based Assessment Revisited, Advances in
Game-Based Learning, https://doi.org/10.1007/978-3-030-15569-8_9
Chapter 9
A Provisional Framework for Multimodal
Evaluation: Establishing Serious Games
Quality Label for Use in Training
and Talent Development
Wee Hoe Tan and Ivan Boo
9.1 Introduction
The idea of using games for serious purposes was proposed by Abt in 1970s, in
which he delineated serious games from simulations. All serious games simulate
something from the real world, but not all simulations are games because the out-
comes of simulations are predetermined results, as opposed to winning or losing
outcome in games (Abt, 1970). However, it was the Serious Games Initiative that
reintroduced the notion of serious games (Serious Games Society, 2008), where
Sawyer and Smith (2008) presented the taxonomy of serious games, providing an
overview of the status quo of the serious games industry in the last decade. Then the
potential of games was exploited extensively in various felds of study, namely edu-
cation (Gloria, Bellotti, Berta, & Lavagnino, 2014), military (US Army, 2017), busi-
ness (Popescu, Romero, & Usart, 2013), and healthcare (Wattanasoontorn, Boada,
Garcia, & Sbert, 2013).
9.1.1 Evaluation of Custom-Made and Commercial
Off-the-Shelf Serious Games
When setting up the Serious Games Institute at the Coventry University in mid-2000,
de Freitas (2006) predicted widespread use of game technologies in formal contexts
through a serious games movement. Nonetheless, the potential of games has been
W. H. Tan (*)
Faculty of Art, Computing and Creative Industry, Sultan Idris Education University,
Tanjong Malim, Perak, Malaysia
e-mail: whtan@fskik.upsi.edu.my
I. Boo
Serious Games Association, Singapore, Singapore
e-mail: ivan@seriousgamesasia.com