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Co-­‐crea(ng 
a 
serious 
game 
with 
primary 
school 
teachers: 
a 
case 
study 
Ruth 
S. 
Contreras 
Espinosa 
UVIC-­‐UCC 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Co-­‐crea(on 
is 
the 
process 
during 
which 
users 
take 
an 
ac(ve 
role 
and 
cocreate 
value 
together 
with 
the 
company 
(Prahalad 
and 
Ramaswamy 
2004). 
InformaFon 
and 
communicaFon 
technologies 
provide 
the 
opportunity 
for 
consumers 
to 
engage 
in 
an 
organizaFon’s 
innovaFon 
process 
(Di 
Gangi 
et 
al. 
2009). 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
The 
extent 
to 
which 
interacFons 
in 
the 
virtual 
customer 
environment 
offer 
benefits 
(cogni(ve, 
social 
integra(ve, 
personal 
integra(ve, 
and 
hedonic) 
shapes 
the 
actual 
parFcipaFon. 
The 
results 
reveal 
that 
users’ 
actual 
experiences 
and 
their 
beliefs 
about 
the 
expected 
benefits 
significantly 
influence 
their 
actual 
conFnued 
parFcipaFon. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Eustress
Multiplayer Classromm 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Method 
AcFon 
research 
is 
a 
collabora(ve, 
rigorous, 
itera(ve 
process 
that 
goes 
through 
several 
phases 
in 
several 
cycles 
(Iversen 
et 
al.2004). 
We 
conducted 
a 
6-­‐month 
acFon 
research 
study 
consisFng 
of 
two 
cycles 
with 
the 
following 
phases: 
diagnosing, 
acFon 
planning, 
acFon 
taking, 
evaluaFng 
and 
specifying 
learning. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Method 
AcFon 
research 
approach, 
which 
allowed 
us 
to 
explore 
co-­‐creaFon 
experiences 
and 
propose 
a 
set 
of 
design 
principles. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Serious 
Game: 
Ferran 
Alsina 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Usability 
Simplifying 
the 
interacFon 
and 
reducing 
users’ 
efforts 
– 
usability 
experience. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Likeability 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Theorical 
Contribu(on 
-­‐ Synthesizing 
the 
insights 
gained 
from 
an 
acFon 
research 
study 
that 
involved 
numerous 
data 
collecFon 
strategies 
and 
intervenFons. 
-­‐ A 
set 
of 
design 
principles 
for 
virtual 
co-­‐creaFon 
systems 
that 
contribute 
to 
the 
body 
of 
literature 
that 
seeks 
to 
leverage 
games 
for 
cocreaFon. 
-­‐ Adds 
to 
the 
iniFal 
empirical 
content 
of 
the 
research 
agenda, 
inquiry 
into 
the 
changed 
nature 
of 
games, 
technologies 
and 
opFmal 
experience. 
-­‐ This 
research 
has 
enriched 
the 
framework 
by 
the 
collaboraFve 
dimension. 
-­‐ In 
user-­‐generated 
environments, 
invite 
users 
to 
cocreate 
the 
content, 
they 
wish 
to 
be 
part 
of 
their 
experience. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Limita(ons 
and 
future 
research 
-­‐ 
This 
study 
focused 
on 
the 
design 
of 
the 
experience 
and 
the 
chosen 
methodology 
is 
not 
able 
to 
address 
quesFons 
of 
causality 
in 
relaFon 
to 
the 
effecFveness 
of 
the 
developed 
co-­‐creaFon 
system. 
-­‐Researchers 
must 
closely 
examine 
the 
value 
proposiFon 
for 
serious 
games. 
-­‐Future 
studies 
may 
explore 
and 
compare 
how 
different 
types 
of 
games 
could 
enrich 
diverse 
cocreaFon 
tasks. 
-­‐Future 
research 
might 
explore 
the 
relaFve 
impact 
of 
the 
different 
experience 
dimensions 
for 
different 
co-­‐creaFon 
tasks. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
Conclusions 
This 
study 
implies 
that 
serious 
games 
can 
help 
leverage 
a 
developer’s 
co-­‐creaFon 
iniFaFves. 
The 
criFcal 
challenge 
for 
co-­‐creaFon 
in 
games 
is 
not 
so 
much 
in 
devising 
the 
technological 
infrastructure, 
but 
in 
creaFng 
and 
maintaining 
an 
experience 
for 
parFcipants. 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia
La guerra civil 
El jardín botánico 
Thank 
you 
Personatges 
los Beatles 
en 
joc 
www.personatgesenjoc.cat 
Nivel 7 
Nivel 8 
Nivel 9 
Nivel 10 
Nivel 11 
Nivel 12 
Nivel 13 
Las excavaciones 
Divulgación científica 
La carrera espacial 
Final 
Nivel 14 
4th 
Interna(onal 
Workshop 
on 
Higher 
Educa(on 
University 
of 
Vic-­‐ 
Central 
University 
of 
Catalonia

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Co-creating a serious game with primary school teachers: a case study

  • 1. Co-­‐crea(ng a serious game with primary school teachers: a case study Ruth S. Contreras Espinosa UVIC-­‐UCC 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 2. Co-­‐crea(on is the process during which users take an ac(ve role and cocreate value together with the company (Prahalad and Ramaswamy 2004). InformaFon and communicaFon technologies provide the opportunity for consumers to engage in an organizaFon’s innovaFon process (Di Gangi et al. 2009). 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 3. The extent to which interacFons in the virtual customer environment offer benefits (cogni(ve, social integra(ve, personal integra(ve, and hedonic) shapes the actual parFcipaFon. The results reveal that users’ actual experiences and their beliefs about the expected benefits significantly influence their actual conFnued parFcipaFon. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 4.
  • 5.
  • 6.
  • 7.
  • 9. Multiplayer Classromm 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 10. Method AcFon research is a collabora(ve, rigorous, itera(ve process that goes through several phases in several cycles (Iversen et al.2004). We conducted a 6-­‐month acFon research study consisFng of two cycles with the following phases: diagnosing, acFon planning, acFon taking, evaluaFng and specifying learning. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 11. Method AcFon research approach, which allowed us to explore co-­‐creaFon experiences and propose a set of design principles. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 12. Serious Game: Ferran Alsina 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 13.
  • 14. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 15. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 16. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 17. Usability Simplifying the interacFon and reducing users’ efforts – usability experience. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 18. Likeability 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 19.
  • 20.
  • 21. Theorical Contribu(on -­‐ Synthesizing the insights gained from an acFon research study that involved numerous data collecFon strategies and intervenFons. -­‐ A set of design principles for virtual co-­‐creaFon systems that contribute to the body of literature that seeks to leverage games for cocreaFon. -­‐ Adds to the iniFal empirical content of the research agenda, inquiry into the changed nature of games, technologies and opFmal experience. -­‐ This research has enriched the framework by the collaboraFve dimension. -­‐ In user-­‐generated environments, invite users to cocreate the content, they wish to be part of their experience. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 22. Limita(ons and future research -­‐ This study focused on the design of the experience and the chosen methodology is not able to address quesFons of causality in relaFon to the effecFveness of the developed co-­‐creaFon system. -­‐Researchers must closely examine the value proposiFon for serious games. -­‐Future studies may explore and compare how different types of games could enrich diverse cocreaFon tasks. -­‐Future research might explore the relaFve impact of the different experience dimensions for different co-­‐creaFon tasks. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 23. Conclusions This study implies that serious games can help leverage a developer’s co-­‐creaFon iniFaFves. The criFcal challenge for co-­‐creaFon in games is not so much in devising the technological infrastructure, but in creaFng and maintaining an experience for parFcipants. 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia
  • 24. La guerra civil El jardín botánico Thank you Personatges los Beatles en joc www.personatgesenjoc.cat Nivel 7 Nivel 8 Nivel 9 Nivel 10 Nivel 11 Nivel 12 Nivel 13 Las excavaciones Divulgación científica La carrera espacial Final Nivel 14 4th Interna(onal Workshop on Higher Educa(on University of Vic-­‐ Central University of Catalonia