Skip to main content

The Culture Driven Game Design Method: Adapting Serious Games to the Players’ Culture

  • Chapter
  • First Online:
Perspectives on Culture and Agent-based Simulations

Part of the book series: Studies in the Philosophy of Sociality ((SIPS,volume 3))

Abstract

Players of serious games are culturally sensitive agents; by interacting with the game and other players they bring their own culture into the game. This can result in conflicting behaviour that hampers the players to reach the objectives of the game. It is therefore necessary that the design of the game architecture is adjusted to the players’ culture. Currently, game designers typically adjust serious games to their players’ culture by playtesting with their target group. However, since playtesting demands a lot of time, incurs high costs and may spoil the client’s first impression of the game, playtesting is not always possible or desirable. This chapter presents an alternative to playtesting which we call the Culture Driven Game Design Method. This method provides a tool to assess and represent the players’ culture as well as a set of guidelines to process this assessment and avoid conflicts between the players’ culture and the architecture of the game.

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.

    It should be noted that this statement, and thereby the theoretical basis of this research, conflicts with the theory of the magic circle. The magic circle is a widely used theoretical concept introduced by (Huizinga 1955) which claims that the world in which a game is played is completely isolated from the real world (Harvey 2006; Paras and Bizzocchi 2005; Salen and Zimmerman 2004). In this research (Consalvo 2009; Fine 1983) are followed who both concluded that the real world will always intrude into the gameplay.

  2. 2.

    The individual differences in the group test are left out of the scope of this research as they can be explained by either personality or variation in the measurements.

  3. 3.

    As stated in Sect. 13.2, this research is demarcated to the influence of informal institutions situated in the highest layer of the four layer model of Williamson. If other layers were to be included, the number of potential conflicts would increase as well as the amount and structure of the culture dimensions.

References

  • Abt, C. C. (1970). Serious Games. New York: The Viking Press.

    Google Scholar 

  • Bhimani, A. (1999). Mapping methodological frontiers in cross-national management control research. Accounting, Organizations and Society, 24(28), 413–428.

    Article  Google Scholar 

  • Bruin, d., H., & Heuvelhof, t., E. (2002). Policy analysis and decision making in a network: how to improve the quality of analysis and the impact of decision making. Impact assessment and project appraisal, 20(4), 232–242.

    Google Scholar 

  • Caluwé, d., L., Hofstede, G. J., & Peters, V. (2008). Why do games work? Deventer: Kluwer.

    Google Scholar 

  • Consalvo, M. (2009). There is no magic circle. Games and Culture, 4(4), 408–417.

    Article  Google Scholar 

  • Crawford, C. (1984). The art of computer game design. Berkeley: McGraw-Hill.

    Google Scholar 

  • Duke, R. D. (1974). Gaming: the future’s language. New York: Sage Publications.

    Google Scholar 

  • Duke, R. D., & Geurts, J. L. A. (2004). Policy games for strategic management. Amsterdam: Dutch University Press.

    Google Scholar 

  • Eisenhardt, K. M. (1989). Building Theories from case study research. The Academy of Management Review, 14(4), 532–550.

    Google Scholar 

  • Fine, G. A. (1983). Shared fantasy: role playing games as social worlds. Chicago: University of Chicago Press.

    Google Scholar 

  • Fullerton, T. (2008). Game design workshop: a playcentric approach to creating innovative games. San Fransisco: Morgan Kaufmann.

    Google Scholar 

  • Harrison, G. L., & McKinnon, J. L. (1999). Cross-cultural research in management control systems design: a review of the current state. Accounting, Organizations and Society, 24(5), 483–507.

    Article  Google Scholar 

  • Harvey, A. (2006). The liminal magic circle: boundaries, frames and participation in pervasive mobile games. Journal of the Mobile Digital Commons Network,1.

    Google Scholar 

  • Hofstede, G. H. (1980). Culture’s consequences: International differences in work related values. Beverly Hills: Sage.

    Google Scholar 

  • Hofstede, G. H. (2001). Culture’s consequences. Thousand Oaks: Sage Publications. Hofstede, G. H. (2008). Values Survey Module 2008: Questionnaire.

    Google Scholar 

  • Hofstede, G. H., Hofstede, G. J., Minkov, M., & Vinken, H. (2008). Values Survey Module 2008: Manual.

    Google Scholar 

  • Hofstede, G. J. (2008). One game does not fit all cultures. In d. Caluwé, L., G. J. Hofstede & V. Peters (Eds.), Why do games work? Deventer: Kluwer.

    Google Scholar 

  • Huizinga, J. (1955). Homo Ludens: A study of the play element in culture. Boston: Beacon Press.

    Google Scholar 

  • Kennedy, M. M. (1979). Generalizing from single case studies. Evaluation quarterly, 3(4), 661–678.

    Article  Google Scholar 

  • Klabbers, J. H. G. (2008). The magic circle: principles of gaming & simulation (2nd ed.). Rotterdam: Sense Publishers.

    Google Scholar 

  • Kortmann, R., & Harteveld, C. (2009). Agile game development: lessons learned from software engineering. Paper presented at the Learn to Game, Game to Learn; the 40th Conference ISAGA, Singapore.

    Google Scholar 

  • Mayer, I. (2008). Gaming for policy analysis: learning about complex multi-actor systems. In d. Caluwé, L., G. J. Hofstede & V. Peters (Eds.), Why do games work? Deventer: Kluwer.

    Google Scholar 

  • Mayer, I. (2009). The gaming of policy and the politics of gaming: a review. Simulation & Gaming, 40 (6), 825–862.

    Article  Google Scholar 

  • Mayer, I. (2010). Interview 1. In C. J. Meershoek (Ed.). Bangalore.

    Google Scholar 

  • Mayer, I., & Veeneman, W. (2002). Games in a world of infrastructures: simulationgames for research, learning and intervention. Delft: Eburon.

    Google Scholar 

  • McSweeney, B. (2002). Hofstede’s model of national cultural differences and their consequences: A triumph of faith – a failure of analysis. Human Relations, 55(1), 89–118.

    Google Scholar 

  • Meershoek, C. J. (2010). The Culture Driven Game Design Method: Adapting serious games to the players’ culture. Delft University of Technology, Delft.

    Google Scholar 

  • Meijer, S. A. (2009). The organization of transactions: studying supply networks using game simulation. Wageningen University, Wageningen.

    Google Scholar 

  • Meijer, S. A., Hofstede, G. J., Beers, G., & Omta, S. W. F. (2006). Trust and tracing game: learning about transactions and embeddedness in the trade network. Journal of Production Planning and Control, 17(6), 569–583.

    Article  Google Scholar 

  • Nath, R. (1988). Regional culture, entrepreneurship, and high technology development in India. In J. W. Weiss (Ed.), Regional cultures, managerial behavior and entrepreneurship. New York: Quorum.

    Google Scholar 

  • Paras, B., & Bizzocchi, J. (2005). Game, motivation, and effective learning: An integrated model for educational game design. Paper presented at the International DiGRA conference, Vancouver.

    Google Scholar 

  • Pettigrew, A. M. (1990). Longitudinal field research on change: Theory and Practice. Organization Science, 1(3), 267–292.

    Article  Google Scholar 

  • Redding, S. G. (1994). Comparative management theory: Jungle, zoo or fossil bed. Organization Studies, 15, 323–359.

    Article  Google Scholar 

  • Sage, A. P., & Armstrong, J. E. (2000). Introduction to Systems Engineering. New York: Wiley-Interscience.

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge: MIT Press.

    Google Scholar 

  • Watson, R. T., Ho, T. H., & Raman, K. S. (1994). Culture: a fourth dimension of Group Support Systems. Communications of the ACM, 37(10), 44–55.

    Article  Google Scholar 

  • Wenzler, I. (2008). Is your simulation green or blue? In d. Caluwé, L., G. J. Hofstede & V. Peters (Eds.), Why do games work? Deventer: Kluwer.

    Google Scholar 

  • Williamson, O. E. (1998). The institutions of governance. The American Economic Review, 88(2), 75–79.

    Google Scholar 

  • Williamson, O. E. (2000). The New Institutional Economics: Taking stock, looking ahead. Journal of Economic Literature, 38(3), 595–613.

    Article  Google Scholar 

Download references

Acknowledgement

We would like to thank our reviewers for their constructive comments that helped to improve this manuscript.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to C. J. Meershoek .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Meershoek, C.J., Kortmann, R., Meijer, S.A., Subrahmanian, E., Verbraeck, A. (2014). The Culture Driven Game Design Method: Adapting Serious Games to the Players’ Culture. In: Dignum, V., Dignum, F. (eds) Perspectives on Culture and Agent-based Simulations. Studies in the Philosophy of Sociality, vol 3. Springer, Cham. https://doi.org/10.1007/978-3-319-01952-9_13

Download citation

Publish with us

Policies and ethics