Comparing usability and engagement between a serious game and a traditional online program

A frequent motivation behind the development of serious games is the notion that game play provides a greater level of motivation or engagement that encourages players to perform better or complete more difficult challenges. There are in truth many aspects to concepts such as engagement, immersion, flow or other terms used to motivate the use of games in place of more traditional didactic training approaches. In this paper we discuss some of the issues of usability and its relation to engagement. This discussion is framed in relation to a usability study of a serious game that is being developed to support psychological counseling of individuals with comorbidity of depression and alcohol use disorders. We compare issues of usability and engagement in the serious game called Shadow directly with a more traditional online intervention program called SHADE. The study uses previously established surveys, namely, the System Usability Scale, the Perceived Usefulness and Ease of Use, and a modified survey for measuring Engagement to compare the two approaches. Results from a pilot study with 10 participants frame a discussion of the role usability plays in designing for engagement in serious games such as Shadow.

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