At the end of the game, participants will be given a final score based on their environmental impact, comfort and finances and can see where they fall on a leader board. This will allow players to compare scores with peers, and to see where they score relative to others.
In order to address the aims of the serious game, pre- and post-game surveys will be conducted. These surveys will establish participant financial and environmental literacy to allow us to determine the impact of these factors on repair/replace decisions. A follow-up survey will also be conducted six to twelve months after the serious game to allow researchers to explore the impact of the serious game on real world behaviour. Participants will be asked if opportunities to make repair/replace decisions arose, and what they decided. Qualitative analyses will also be conducted following on from the serious game, using both individual interviews and focus groups, to further explore the impact of the game and identify additional barriers or facilitators to energy decision making.
A key step in the development of serious games is usability analysis. Usability analysis involves getting people to play the serious game and test the extent to which it is usable, makes sense, and is fun to play. Through gathering this input we can ensure that the serious game will be usable by those for whom it is intended. When completing usability analyses, it is important to ensure that those who test the game are representative of all the different types of game players, so that we can be sure that the game is relevant for all population groups.
Across the next month we will start to complete some usability analyses for the EVIDENT serious game. This will involve asking individuals or groups to play the serious game and share their feedback with us on how it may be improved. Feedback will be gathered through individual short surveys, and through focus groups. Recommendations will be gathered, and the serious game will be updated in line with these recommendations.
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