Skip to main content

The QUARTIC Process Model for Developing Serious Games: ‘Green My Place’ Case Study

  • Chapter
  • First Online:
Digital Da Vinci

Abstract

Software engineering for pedagogy and game design for entertainment produce very different requirements and generate unique kinds of practical difficulties. The design and development of serious games relies heavily on the experience of practitioners to overcome the pitfalls inherent in joining these two distinct processes into one, but experience in tackling these problems is not widespread. This creates a requirement for a process model to guide any development of integrated game-like and education-like elements, helping to manage risk in areas of hidden difficulty such as tightly integrating the mechanics of play with the formal pedagogy. This paper presents a process model for developing contextualized educational games. Parallel streams of pedagogy and game development are married to streamline the process of deriving appropriate educational games from client requirements. The process model is illustrated in action using the case of Green My Place, a serious game developed as part of the SAVE ENERGY EU project to teach energy efficient knowledge and behaviour to users of public buildings around Europe. Our evaluation highlights the positive outcome of the project and the functioning of the serious game; this evidence also suggests a positive benefit from using the model.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    First ‘European Best Learning Game Competition’, first place prize in the category ‘Best Non-professional functional game’.

  2. 2.

    To Access Green My Place, go to http://greenmyplace.net.

  3. 3.

    For more on SAVE ENERGY, see http://www.ict4saveenergy.eu.

  4. 4.

    We define ‘client’ as the commissioners of production of the serious game – be it a company, institution or end-user.

  5. 5.

    The client’s original requirement provides the schematic of what must be produced. The developers’ expertise and judgment must fill out the details, but always stepping back up a level to check that progress is in line with requirements.

References

  • Abrahamse, W., Steg, L., Vlek, C., & Rothengatter, T. (2005). A review of intervention studies aimed at household energy conservation. Journal of Environmental Psychology, 25(3), 273–291.

    Google Scholar 

  • Abrahamse, W., Steg, L., Vlek, C., & Rothengatter, T. (2007). The effect of tailored information, goal setting, and tailored feedback on household energy use, energy-related behaviors, and behavioral antecedents. Journal of Environmental Psychology, 27(4), 265–276.

    Google Scholar 

  • Alexander, C. (1990). A pattern language. München: Fachhochsch., Fachbereich Architektur.

    Google Scholar 

  • Bateman, C., & Boon, R. (2005). 21st century game design (Vol. 1st). London: Charles River Media.

    Google Scholar 

  • Boehm, B. W. (1995). A Spiral Model of Software Development and Enhancement. IEEE engineering management review., 23(4), 69.

    Google Scholar 

  • Carpenter, A. & Windsor, H. (2011). Ahead of the Game? – Games in Education. Retrieved from http://seriousgamessource.com/features/feature_061306_ahead_of_the_game.php

  • Charles, D., & Black, M. (2004). Dynamic Player Modelling: A Framework for Player-centred Digital Games. Paper presented at the Proceedings of 5th International Conference on Computer Games: Artificial Intelligence, Design and Education (CGAIDE’04).

    Google Scholar 

  • Cook, D. (2006). The Chemistry Of Game Design. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php

  • Cowley, B., Charles, D., Black, M., & Hickey, R. (2006). User-System-Experience Model for User Centered Design in Computer Games. Paper presented at the Adaptive Hypermedia and Adaptive Web-Based Systems.

    Google Scholar 

  • Cowley, B., Moutinho, J., Bateman, C., & Oliveira, A. (2011). Learning Principles and Interaction Design for ‘Green My Place’: a Massively Multiplayer Serious Game. Entertainment Computing, 2(2), 10.

    Google Scholar 

  • Cowley, B., Bedek, M., Heikura, T., Ribiero, C., & Petersen, S. (2012). The QUARTIC Process Model to Support Serious Games Development for Contextualized Competence-Based Learning and Assessment. In M.-M. Cruz-Cunha (Ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools: Development and Design (Vol. (in press)). New York: IGI Global.

    Google Scholar 

  • Darby, S. (2006). The Effectiveness Of Feedback On Energy Consumption. A Review for DEFRA of the Literature on Metering, Billing and direct Displays. Oxford: University of Oxford.

    Google Scholar 

  • Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Nordic Journal of Digital Literacy, 3, 23.

    Google Scholar 

  • Ehrhardt-Martinez, K. (2008). Behavior, energy, and climate change policy directions, program innovations, and research paths. Washington, D.C.

    Google Scholar 

  • Espejo, R., & Harnden, R. (1989). The Viable system model: interpretations and applications of Stafford Beer’’s vsm. Chichester, West Sussex, England; New York: J. Wiley.

    Google Scholar 

  • Gee, J. P. (2003). What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • Gee, J. P. (2006). Are Video Games Good for Learning? Nordic Journal of Digital Literacy, 3, 10.

    Google Scholar 

  • Goldberg, L. R. (1993). The structure of phenotypic personality traits. The American Psychologist, 48(1), 26–34.

    Google Scholar 

  • Karweit, D. (1993). Contextual learning: A review and synthesis. Baltimore, MD: Johns Hopkins.

    Google Scholar 

  • Kolb, D., A. (1984). Experiential Learning: Experience as the Source of Learning and Development Beverley Hills: Sage Publications.

    Google Scholar 

  • Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press.

    Google Scholar 

  • Lave, J., & Wenger, E. (1991). Situated learning: legitimate peripheral participation. Cambridge [England]; New York: Cambridge University Press.

    Google Scholar 

  • Lazzaro, N. (2009). Creating an MSO: Viral Emotions and the Keys to Social Play. Paper presented at the Game Developers Conference. Retrieved from http://www.slideshare.net/NicoleLazzaro/gdc09-mso-slides-100n032609

  • Lockwood, M., & Platt, R. (2009). Green Streets. United Kingdom: Institute for Public Policy Research.

    Google Scholar 

  • Marsh, T., Yang, K., & Shahabi, C. (2006). Game development for experience through staying there. Paper presented at the Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames.

    Google Scholar 

  • McGinnis, T., Bustard, D. W., Black, M., & Charles, D. (2008). Enhancing E-Learning Engagement Using Design Patterns from Computer Games. Paper presented at the Proceedings of the First International Conference on Advances in Computer-Human Interaction.

    Google Scholar 

  • Mislevy, R. J., Steinberg, L. S., Almond, R. G. & Lukas, J. F. (2006). Concepts, terminology and basic models of evidence-centered design. In D. M. Williamson, R. J. Mislevy, and I. I. Bejar (Eds.): Automated Scoring of Complex Tasks in Computer-Based Testing (pp. 15–47). Mahwah, N. J.: Lawrence Erlbaum Associates

    Google Scholar 

  • Moutinho, J. L., Cowley, B., & Oliveira, A. (2010). Behavlets: A Pattern Language for Energy Efficiency in Public Buildings. Paper presented at the BEHAVIOR, ENERGY & CLIMATE CHANGE.

    Google Scholar 

  • Oliveira, A., Fradinho, E., & Caires, R. (2006). From a Successful Regional Information Society Strategy to an Advanced Living Lab in Mobile Technologies and Services. Paper presented at the International Conference on System Sciences.

    Google Scholar 

  • Petersen, J. E., Shunturov, V., Janda, K., Platt, G., & Weinberger, K. (2007). Dormitory residents reduce electricity consumption when exposed to real-time visual feedback and incentives. International Journal of Sustainability in Higher Education, 8(1), 18.

    Google Scholar 

  • Raybourn, E. M. (2007). Applying simulation experience design methods to creating serious game-based adaptive training systems. Interacting with Computers, 19(2), 206–214.

    Google Scholar 

  • Schell, J. (2008). The art of game design: a book of lenses. Amsterdam; Boston: Elsevier/Morgan Kaufmann.

    Google Scholar 

  • Schwaber, K., & Beedle, M. (2002). Agile software development with Scrum. Upper Saddle River, NJ: Prentice Hall.

    Google Scholar 

  • Squier, L. (2001). What is Data Mining? Reston, VA: Data Management Association National Capital Region.

    Google Scholar 

  • Squire, K. (2006). From Content to Context: Videogames as Designed Experience. Educational Researcher, 35(8), 19–29.

    Google Scholar 

  • Wong, W.-L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., et al. (2007). Serious video game effectiveness. Paper presented at the Proceedings of the international conference on Advances in computer entertainment technology.

    Google Scholar 

Download references

Acknowledgements

I would like to thank Chris Bateman for advice on the design of Green My Place and considerable feedback on drafts of this paper; Jose Moutinho for collaboration in developing the Behavlet concept; and Tuija Heikura for helping to conceive of the QUARTIC process model . Additionally, Aki Jäntti, Zhang Jiongkai , Eva Szadeczky-Kardoss and Heikki Silanpää all contributed to the development of the components of Green My Place pictured above.

Part of this work was supported by the European Union through the SAVE ENERGY project (CIP-ICT-PSP-238882).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Benjamin Cowley .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer Science+Business Media New York

About this chapter

Cite this chapter

Cowley, B. (2014). The QUARTIC Process Model for Developing Serious Games: ‘Green My Place’ Case Study. In: Lee, N. (eds) Digital Da Vinci. Springer, New York, NY. https://doi.org/10.1007/978-1-4939-0965-0_8

Download citation

  • DOI: https://doi.org/10.1007/978-1-4939-0965-0_8

  • Published:

  • Publisher Name: Springer, New York, NY

  • Print ISBN: 978-1-4939-0964-3

  • Online ISBN: 978-1-4939-0965-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics