Game on! Lessons learned from joint development and production of health games

Harro Leupen, Rob Willems, George Onyango, Peter Odongo

Research output: Contribution to conferenceAbstractOther research output

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Abstract

In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the start of GameOn! students have worked on a number of different projects, all related to education through the use of interactive media. Topics were malaria, hiv/aids and personal hygiene. In all these projects, specific knowledge about the target region, domain knowledge of the subject of the game, and the target group was brought in by specialists and local representatives. The lessons drawn, in development and production, from these projects are: 1. The importance of an agile game development method that allows for regular testing, feedback moments and changes. 2. The importance of a user/player centred design and the context of playful experiences. 3. Cultural awareness in game design and development: consider and adapt to the values and beliefs of the target audience. 4. Collaboration and co-creation with local representatives in game development adds to game acceptance. 5. A very positive attitude towards the use of computers in education in the targeted areas. Addressing and incorporating these aspects into projects may contribute in more effective and adequate (social) health games or, in a broader sense, more effective interactive media applications aimed at facilitating educational learning.
Original languageEnglish
Pages82-83
Publication statusPublished - 2015
Event10th International Conference on ICT for Development, Education and Training 2015 - Addis Ababa, Ethiopia
Duration: 20 May 201522 May 2015
http://www.elearning-africa.com/index.php

Conference

Conference10th International Conference on ICT for Development, Education and Training 2015
Abbreviated titleeLearning Africa 2015
CountryEthiopia
CityAddis Ababa
Period20/05/1522/05/15
Internet address

Keywords

  • computergames
  • health care
  • education

Cite this

Leupen, H., Willems, R., Onyango, G., & Odongo, P. (2015). Game on! Lessons learned from joint development and production of health games. 82-83. Abstract from 10th International Conference on ICT for Development, Education and Training 2015, Addis Ababa, Ethiopia.
Leupen, Harro ; Willems, Rob ; Onyango, George ; Odongo, Peter. / Game on! Lessons learned from joint development and production of health games. Abstract from 10th International Conference on ICT for Development, Education and Training 2015, Addis Ababa, Ethiopia.
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Leupen, H, Willems, R, Onyango, G & Odongo, P 2015, 'Game on! Lessons learned from joint development and production of health games' 10th International Conference on ICT for Development, Education and Training 2015, Addis Ababa, Ethiopia, 20/05/15 - 22/05/15, pp. 82-83.

Game on! Lessons learned from joint development and production of health games. / Leupen, Harro; Willems, Rob; Onyango, George; Odongo, Peter.

2015. 82-83 Abstract from 10th International Conference on ICT for Development, Education and Training 2015, Addis Ababa, Ethiopia.

Research output: Contribution to conferenceAbstractOther research output

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T1 - Game on! Lessons learned from joint development and production of health games

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AU - Odongo, Peter

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N2 - In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the start of GameOn! students have worked on a number of different projects, all related to education through the use of interactive media. Topics were malaria, hiv/aids and personal hygiene. In all these projects, specific knowledge about the target region, domain knowledge of the subject of the game, and the target group was brought in by specialists and local representatives. The lessons drawn, in development and production, from these projects are: 1. The importance of an agile game development method that allows for regular testing, feedback moments and changes. 2. The importance of a user/player centred design and the context of playful experiences. 3. Cultural awareness in game design and development: consider and adapt to the values and beliefs of the target audience. 4. Collaboration and co-creation with local representatives in game development adds to game acceptance. 5. A very positive attitude towards the use of computers in education in the targeted areas. Addressing and incorporating these aspects into projects may contribute in more effective and adequate (social) health games or, in a broader sense, more effective interactive media applications aimed at facilitating educational learning.

AB - In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the start of GameOn! students have worked on a number of different projects, all related to education through the use of interactive media. Topics were malaria, hiv/aids and personal hygiene. In all these projects, specific knowledge about the target region, domain knowledge of the subject of the game, and the target group was brought in by specialists and local representatives. The lessons drawn, in development and production, from these projects are: 1. The importance of an agile game development method that allows for regular testing, feedback moments and changes. 2. The importance of a user/player centred design and the context of playful experiences. 3. Cultural awareness in game design and development: consider and adapt to the values and beliefs of the target audience. 4. Collaboration and co-creation with local representatives in game development adds to game acceptance. 5. A very positive attitude towards the use of computers in education in the targeted areas. Addressing and incorporating these aspects into projects may contribute in more effective and adequate (social) health games or, in a broader sense, more effective interactive media applications aimed at facilitating educational learning.

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Leupen H, Willems R, Onyango G, Odongo P. Game on! Lessons learned from joint development and production of health games. 2015. Abstract from 10th International Conference on ICT for Development, Education and Training 2015, Addis Ababa, Ethiopia.