Chosen assessment strategies present in gameplay research literature: their advantages and disadvantages in the context of communicative process evaluation
| Advantages | Disadvantages | References |
|---|---|---|
| Post-game questionnaire | ||
|
| Chin and Gamson (2009). Assessment in Simulation and Gaming: A Review of the Last 40 Years. Simulation & Gaming 40(4). 553–568 |
| Gorsic, Clapp, Darzi, and Novak (2019). Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation. JMIR Serious Games 2019; 7(3) | ||
| Faizan, Löffler, Heininger, Utesch, and Krcmar (2019). Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review. International Journal of Engineering Pedagogy, 9(1) | ||
| Direct observation | ||
|
| Ulmer et al. (2021).Communication Patterns During Routine Patient Care in a Pediatric Intensive Care Unit: The Behavioral Impact of In Situ Simulation. Journal of Patient Safety |
| Wideman et al. (2007). Unpacking the potential of educational gaming: A new tool for gaming research. Simulation & Gaming - Simulat Gaming, 38, 10–30 | ||
| Video and/or audio recording analysis | ||
|
| Sharritt, Aune, and Suthers (2011). Gamer Talk: Becoming Impenetrably Efficient. Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments. 252–270 |
| Kuznekoff and Rose (2012). Communication in multiplayer gaming: Examining player responses to gender cues. New Media & Society, 15(4), 541–556 | ||
| Focus groups | ||
|
| Tidbury, Jarvis, and Bridge (2019). Initial evaluation of a virtual reality bomb-defusing simulator for development of undergraduate healthcare student communication and teamwork skills. BMJ Simulation & Technology Enhanced Learning, 6, 229–231 |
| Verkuyl et al. (2017). Virtual Gaming Simulation in Nursing Education: A Focus Group Study. Journal of Nursing Education, 56(5), 274–280 | ||
| Interviews | ||
|
| Mettler and Pinto (2015). Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education,” In: IEEE Transactions on Engineering Management, 62(2), pp. 256–265, May 2015 |
| Wilson et al. (2016). Serious Games: An Evaluation Framework and Case Study. System Sciences (HICSS), 49th Hawaii International Conference, IEEE. 638–647 | ||
| Simulation game artifacts analysis | ||
|
| Palomo-Duarte et al. (2016). Assessing foreign language learning through mobile game-based learning environments. International Journal of Human Capital and Information Technology Professionals, 70.964–981 |
| Berns, Palomo-Duarte, Dodero, and Valero-Franco (2013). Using a 3D Online Game to Assess Students' Foreign Language Acquisition and Communicative Competence. In: D. Hernández-Leo, T. Ley, R. Klamma, A. Harrer (eds), Scaling up Learning for Sustained Impact. EC-TEL 2013. Lecture Notes in Computer Science, vol 8095. Springer, Berlin, Heidelberg | ||
| Automated analysis (AI) | ||
|
| Thompson, Leung, Blair, and Taboada (2017). Sentiment analysis of player chat messaging in the video game StarCraft 2: Extending a lexicon-based model. Knowledge-Based Systems, 137, 149–162 Madge, Chamberlain, Fort, Kruschwitz, and Lukin (2024), May. Proceedings of the 10th Workshop on Games and Natural Language Processing @ LREC-COLING 2024. ELRA & ICCL |
| Practice-led approach | ||
|
| Buidze, Sommer, Zhao, Fu, and Gläscher (2025). Expectation violations signal goals in novel human communication. Nature Communications, 16(1), Article 1989 |
| Zadilska, Zaveriushchenko, Horlachova, Zhukevych, and Tsymbal (2024). The role of simulation games in preparing students for communicative foreign language teaching. Revista EDaPECI | ||
| Advantages | Disadvantages | References |
|---|---|---|
-Cost-effective -Time effective -Scalable -Enables data collection standardization -Allows for statistical analysis -The most common evaluation method to assess simulation games | -Self-reporting: participants may not accurately recall or interpret their communicative behaviors -Potential lack of objectivity: psychological and social biases may take place, like researcher-pleasing answers -Lack of insight depth: the questionnaire does not capture the nuanced dynamics of communication as it happens in real time | |
-Real-time data collection -Contextual insights can allow understanding of the context -When conducted in-filed provides a high level of ecological validity | -Potential observer bias: observers' presence may influence the teams behavior -Potential subjectivity of observer when not enough methodological discipline is implemented and/or the observer is not trained/experienced | |
-In-depth analysis allowing for deep insight into communication patterns -Rich data on team dynamics -Video + audio recording allows for disciplined observation -Repeated review of recordings when needed | -Possible discomfort of being recorded in research subjects -Time-costly -Resource-consuming, possible data overload | |
-Interactive -Rich data on team dynamics | -Logistics -Subjectivity -Possible group dynamics bias | |
-Rich data with potential to deepen the insight while conducting an interview -Flexibility – allows for clarification and deepening of chosen areas of interest | -Resource-intensive -Possible interviewer bias: interviewer behavior can influence subjects' responses | |
-Objective approach to communication data when analyzing artifacts -Facilitates pattern recognition | -Possible context loss (and without the context, incomplete or misleading analysis) -Ethical concerns, e.g. when analyzing communication artifacts like private chat messages, etc. | |
-Efficiency -Scalability -Data-driven pattern identification (that might not be apparent to a human observer | -Complexity – a potential barrier as it requires specialized knowledge to implement -“Blindness” of the algorithm to subtleties in communication that a human observer would detect (i.e., sarcasm detection) | |
-Targeting isolated communicative behaviors by designing game scenarios exclusively to test and develop communication skills -Real-time engagement in communicative tasks and feedback -Customizable and Adaptive Scenarios -Iterative Learning Cycles | -Resource-intensive design and execution of the game -Complex (and often subjective) measurement of the outcomes -Possible participant bias: as the game is designed solely for communication research purposes, it may cause altering behavior in participants | |
Sharing content requires targeting cookies to be enabled. Please update your cookie preferences to use this feature.