Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough!

This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention. The model, first published in 2005, being emergent, has evolved to suggest being applicable beyond existing contexts and situations e.g. informal, non-formal and formal. Thus, to advance the model, third party review, applied use and assessment toward discussions of pluses, minuses and possible improvements is welcomed. Additionally, within the model a secondary emphasis argues briefly, but importantly, how researching applied contemporary ICT requires an additional specific research ethic consideration. To position these foci, the author's research is first introduced.

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