Gaming Media and Social Effects Youngkyun Baek Ryan Ko Tim Marsh Editors Trends and Applications of Serious Gaming and Social Media Gaming Media and Social Effects Editor-in-Chief Henry Been-Lirn Duh, Hobart, Australia Series editor Anton Nijholt, Enschede, The Netherlands For furthervolumes: http://www.springer.com/series/11864 Youngkyun Baek Ryan Ko • Tim Marsh Editors Trends and Applications of Serious Gaming and Social Media 123 Editors YoungkyunBaek Tim Marsh Educational Technology InformationTechnology BoiseState University James CookUniversity Boise, ID Townsville,QLD USA Australia RyanKo Computer Science Universityof Waikato Hamilton New Zealand ISSN 2197-9685 ISSN 2197-9693 (electronic) ISBN 978-981-4560-25-2 ISBN 978-981-4560-26-9 (eBook) DOI 10.1007/978-981-4560-26-9 Springer SingaporeHeidelberg New YorkDordrecht London LibraryofCongressControlNumber:2014932823 (cid:2)SpringerScience+BusinessMediaSingapore2014 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpartof the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation,broadcasting,reproductiononmicrofilmsorinanyotherphysicalway,andtransmissionor informationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purposeofbeingenteredandexecutedonacomputersystem,forexclusiveusebythepurchaserofthe work. Duplication of this publication or parts thereof is permitted only under the provisions of theCopyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the CopyrightClearanceCenter.ViolationsareliabletoprosecutionundertherespectiveCopyrightLaw. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexempt fromtherelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. While the advice and information in this book are believed to be true and accurate at the date of publication,neithertheauthorsnortheeditorsnorthepublishercanacceptanylegalresponsibilityfor anyerrorsoromissionsthatmaybemade.Thepublishermakesnowarranty,expressorimplied,with respecttothematerialcontainedherein. Printedonacid-freepaper SpringerispartofSpringerScience+BusinessMedia(www.springer.com) Preface As the popularity of entertainment and mobile gaming continues to grow, so too does interest in research around how games could be used to improve our daily lives. Serious games are games that have been designed with a primary purpose other than just entertainment. However, there has been no single definition of serious games, though most have agreed that serious games are games or game- likeinteractivesystemsdevelopedwithgametechnologyanddesignprinciplesfor a primary purpose other than pure entertainment. Serious games have demon- strated their effectiveness in providing, engaging, learning solutions, not just for kids but also for working adults and professionals. In Asia, businesses and education-related organisations are beginning to rec- ognise that the framework and experience of games can be harnessed to address specific problems in the real world. The Asian Federation for Serious Games (AFSG) is a grouping of Asian organisations and associations involved in serious game development. Unlike in the United States and Europe, the understanding of serious games and its adoption is still at its infancy here. The Serious Games Association (Singapore) thus initiated the formation of this federation, with the aimofbringingtogetherlike-mindedgroups,combiningexpertiseandresourcesto influencetheadoptionofseriousgamesinAsia.FormedinJune2012,theSerious Games Association is a focused community of Serious Games industry profes- sionals, researchers, practitioners and developers who are involved in serious games development and passionate about furthering their professional know-how andmovingtheindustryahead.Dedicatedtoeducatingend-usersonthebenefitsof Serious Games in Education, Training and Healthcare, the association aims to be the champion in promoting Serious Games adoption in Asia. The Serious Games Association’s (Singapore) inaugural conference: ‘‘Serious Gaming and Social Connect—Games for Good (SGSC 2012)’’, officiated by Mr. Winston Toh, Deputy Chief Executive, Singapore Workforce Development Agency (WDA) Singapore, had over 150 participants from 20 countries sharing knowledge, experience and exchanging ideas on how games can offer learning solutions that are both engaging and meaningful; games that can raise the quality of life and well-being of children, adults and even the elderly. The chapters in this monograph are from the SGSC 2012 conference. The editors believe that these chapters will give the readers insights into some of the serious games research done in Asia. There are also actual games developed v vi Preface andapplied inthe Asian classrooms. Through thismonograph,we understand the challenges and the potential of serious games in Asia. The authors in this mono- graph performed research around how games could be used to improve our education, as well as the actual games developed and applied in the classrooms. Thisvolumerepresentsthesumoftheeffortsinvestedbytheauthors,members ofthescientificcommitteeandmembersoftheorganizingcommittee.Theeditors are also grateful for the dedicated assistance of the reviewers who worked tire- lesslybehindthescenestoensurethequalityofthepapers.Wehopethisbookwill serve as a reference source on hydroinformatics for researchers, scientists, engi- neers and managers alike, hoping this volume will inspire readers’ thoughts on game-based learning. Boise, USA Youngkyun Baek Hamilton, New Zealand Ryan Ko Townsville, Australia Tim Marsh Contents The Future of Serious Games and Immersive Technologies and Their Impact on Society . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 David Wortley The Road to E-Services: Online and Mobile Games as Enablers. . . . . 15 Giuditta De Prato, Claudio Feijoo and Jean Paul Simon Achievement Systems Explained . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Luca Galli and Piero Fraternali Identifying Triggers Within Persuasive Technology and Games for Saving and Money Management. . . . . . . . . . . . . . . . . . . . . . . . . . 51 Audrey Tan Yan Xi and Tim Marsh Malware Analytics for Social Networking . . . . . . . . . . . . . . . . . . . . . 71 Deepak Subramanian and Peter Kok Keong Loh Serious Games and the Gamification of Mental Health Interventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Jillian Sok Teng Boon and Daniel Shuen Sheng Fung Educational Implications of Social Network Games . . . . . . . . . . . . . . 111 Youngkyun Baek and Beomkyu Choi An Analysis of a Social Network Game in View of Consumption Education Class. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Soojeong Lee Learning Subject Knowledge and Acquiring Twenty-First Century Skills Through Game Development in the Classroom . . . . . . . . . . . . . 143 Clara Hui and Frankie Tam vii viii Contents Learning with World of Warcraft: A Study with MMORPG Brazilian Players. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Sylker Teles da Silva Learning Through Playing in Hong Kong Classrooms . . . . . . . . . . . . 171 Clara Hui and Frankie Tam Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 The Future of Serious Games and Immersive Technologies and Their Impact on Society David Wortley Abstract Inthischapter,WortleyexploresthelikelydevelopmentsinImmersive Technologies and Serious Games, and indicates three main areas: attractiveness, accessibility and affordability needed to focus on to succeed in the increasingly competitive environment. Wortley also examines what this will mean in practical terms for a portfolio of technologies which include interfaces, portable devices, sensors, wireless, broadband, 3D, graphics, location-based services, cloud com- puting and artificial intelligence. 1 Introduction and Background ‘Serious Games’ is a relatively recent concept which originated from the use of video games technology for non-entertainment purposes. The serious games application which is most credited for the coining of the phrase is the game ‘‘America’sArmy’’whichwasoriginallycommissionedbytheAmericanMilitary as a tool for stimulating the recruitment of young people into the US Army. The logic behind the massive budget allocated to this project was that video games are highly effective in engaging players and influencing attitudes and behaviours, especially amongst the target group. What Americas Army achieved wastobringabouttherealisationthatthesetechnologiescouldalsobeusedeffec- tivelyfortrainingandsimulationandhencethetermSeriousGameswasborn. D.Wortley(&) ImmersiveTechnologyStrategies,Leicester,UK e-mail:[email protected] D.Wortley DeMontfortUniversity,Leicester,UK D.Wortley Imaginary,Milan,Italy Y.Baeketal.(eds.),TrendsandApplicationsofSeriousGamingandSocialMedia, 1 GamingMediaandSocialEffects,DOI:10.1007/978-981-4560-26-9_1, (cid:2)SpringerScience+BusinessMediaSingapore2014 2 D.Wortley AmericasArmyWebSite Likenearlyallnewdisciplinesandtechnologyapplicationareas,thereisahis- toricalperspectivewhichisimportanttounderstandinordertoputintoperspective whatamountstoaperceivedrevolutionineducationandlearninganddevelopment. SeriousGamesintheAnimalKingdom The concept of the use of gameplay for serious purposes is far from new and goesbacktothedawnofcivilisation.Today,seriousgamesareexemplifiedinthe animalkingdomwhereanimalsusegamestolearnthesurvivalskillstheyneedin