TY - JOUR
T1 - Empowering vulnerable target groups with serious games and gamification
AU - van der Lubbe, L. M.
AU - Gerritsen, C.
AU - Klein, M. C.A.
AU - Hindriks, K. V.
PY - 2021/5
Y1 - 2021/5
N2 - Serious games and gamification is a popular and growing field, commercially and for academic research. This paper aims to give an overview of a specific domain within the field of serious gaming and gamification; the field of serious games and gamification to empower vulnerable target groups. This overview contributes to a better understanding of this field, by identifying different vulnerable groups and empowerment methods with their own characteristics. From this overview a gap in the existing research can be identified: complex, more indirect, vulnerabilities are not covered in existing research. Moreover, opportunities lie in creating more standardized ways of describing games, enhancing the generalizability of the research. To introduce what distinguishes this specific sub field of serious games and gamification research from other fields, an overview which distinguishes games based on their objective. With the use of a structured literature review, this field is further studied. Next, the identified empowerment methods are studied in more detail, describing the technology, game mechanics and study results found in the literature research. The results of the found studies are often positive, but the generalizability of the results is often limited.
AB - Serious games and gamification is a popular and growing field, commercially and for academic research. This paper aims to give an overview of a specific domain within the field of serious gaming and gamification; the field of serious games and gamification to empower vulnerable target groups. This overview contributes to a better understanding of this field, by identifying different vulnerable groups and empowerment methods with their own characteristics. From this overview a gap in the existing research can be identified: complex, more indirect, vulnerabilities are not covered in existing research. Moreover, opportunities lie in creating more standardized ways of describing games, enhancing the generalizability of the research. To introduce what distinguishes this specific sub field of serious games and gamification research from other fields, an overview which distinguishes games based on their objective. With the use of a structured literature review, this field is further studied. Next, the identified empowerment methods are studied in more detail, describing the technology, game mechanics and study results found in the literature research. The results of the found studies are often positive, but the generalizability of the results is often limited.
KW - Empowerment
KW - Gamification
KW - Review
KW - Serious games
KW - Vulnerable target groups
UR - http://www.scopus.com/inward/record.url?scp=85099502360&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85099502360&partnerID=8YFLogxK
U2 - 10.1016/j.entcom.2020.100402
DO - 10.1016/j.entcom.2020.100402
M3 - Article
AN - SCOPUS:85099502360
SN - 1875-9521
VL - 38
SP - 1
EP - 27
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100402
ER -