Abstract
Music students face a highly complex task with a significant cognitive load. Serious games are one teaching tool used to manage this complexity, as they have been found to increase student's engagement and foster self-regulated, independent learning behaviours. In this paper we examine serious music games on the mobile iOS platform. We particularly focus on how developers approach the creation and publication of these games. To this end, we look at the design and development of serious music games, including their development histories, revenue models, user management models, and data management models. We then frame these characteristics in terms of the type of software the games represent, which indicates how and if users were considered during development. Our findings provide valuable insight into the field of serious music games, in understanding how the current state of the field came to be and how it might evolve in the future.
Original language | English |
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Title of host publication | DiGRA 2020 - Proceedings of the 2020 DiGRA International Conference: Play Everywhere |
Editors | Dale Leorke |
Place of Publication | Finland |
Publisher | Digital Games Research Association (DIGRA) |
Number of pages | 16 |
Publication status | Published - 2020 |
Externally published | Yes |
Event | Digital Games Research Association International Conference 2020 - Tampere, Finland Duration: 2 Jun 2020 → 6 Jun 2020 Conference number: 13th http://www.digra.org/digital-library/forums/digra2020/ (Proceedings) https://web.archive.org/web/20200420143605/https://digra2020.org/ (Website) |
Conference
Conference | Digital Games Research Association International Conference 2020 |
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Abbreviated title | DiGRA 2020 |
Country/Territory | Finland |
City | Tampere |
Period | 2/06/20 → 6/06/20 |
Internet address |
Keywords
- educational games
- music education
- serious games