Fidelity and Play Model: Balancing Seriousness

Fidelity and Play Model: Balancing Seriousness

Arthur Stofella, Luciane Maria Fadel
DOI: 10.4018/978-1-7998-9732-3.ch001
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Abstract

Serious games need to reflect reality to achieve their purpose, whether learning, training, or provoking a behavioral change. At the same time, serious games employ features that make gaming a self-motivating, engaging, and fantastic activity. This chapter presents a conceptual model to support the design of serious games that deals with the balance between fidelity and play. Design science research guided the model development. Fidelity was conceived as a field force that attracts fun, motivation, and engagement. The model arranged the game elements into three major groups: the Game-World, the Interaction-World, and the Player's-World. Fidelity can assume different levels in each of these worlds. The Fidelity and Play model (FP) allows a holistic view of the relationship and balance between fidelity and play in a serious game.
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Introduction

The continued development of the digital games industry has allowed the influence of games to expand beyond personal entertainment. Indeed, serious games have a purpose beyond fun, related to learning, teaching, training, or changing players’ behavior (Blumberg et al., 2012; Dörner et al., 2016). Serious games present a relatively safe environment to improve knowledge and skills (Haoran et al., 2019). Therefore, professional training considers games great value (Maheu-Cadotte et al., 2018; Ricciardi & Paolis, 2014).

In this context, Bergeron (2006) indicates the importance of content accuracy within serious games, understanding that the game’s theme’s material must be coherent with reality. Bergeron (2006) argues that serious games require a different level of fidelity than entertainment-focused games. Franzwa et al. (2014) suggest that educational content could be inserted into narratives, scenarios, and mechanics that allow players to participate in a space different from the real world. However, space must be similar when the environment or context is crucial to the educational topic. Thus, the serious games’ content needs to reflect reality to achieve the purpose, whether learning, training, or provoking a behavior change. Attributes and behaviors of objects, characters, or phenomena within the storyworld should have a certain level of fidelity. At the same time, serious gaming uses features that make gaming a self-motivating, engaging and fantastic activity.

Fidelity is the extent or level that the virtual environment emulates real-world situations, phenomena, objects, and sensations (Alexander et al., 2005). Therefore, fidelity is a feature of serious gaming related to impersonating and representing a part of reality with a certain level of realism.

The literature presents few game models that deal directly and explicitly with the interplay between fun and fidelity, such as Harteveld’s Triadic Game Design (2011) and Rooney’s Theoretical Framework for Serious Game Design (2012). Rooney (2012) points out that the logic behind fidelity in serious games is based on two factors: (i) pedagogical objectives: providing an effective learning experience, and (ii) game objectives: engaging and influencing players’ immersion. Therefore, it is possible to imagine that play is influenced and directly related to the proximity to the reality that designers seek to attribute to serious gaming. Both models situate fidelity with a certain degree of independence from play.

Rooney’s model considers three types of fidelity: Physical fidelity, such as similarity to a level of visual, audio, controls, and physics aspects with reality. Functional fidelity or the degree to which the in-game equipment acts following its real-world counterpart. Finally, Psychological fidelity represents the level at which the game replicates the psychological factors of the real task.

Belloti, Berta, and De Gloria (2010) point out that methods and instruments direct the design and development of serious games. Mendonça (2015, p. 29) corroborates by stating that models “are entities of scientific practice indispensable for the advancement of science, as they function as human instruments to achieve the approximate understanding of the reality of the world,” serving for the description and scientific explanation to generate knowledge.

This chapter presents a conceptual model to support developers and designers during the development process of serious games that deals with the balance between the game elements and fidelity. The aim is not necessarily to make in-depth criticisms of other models developed to create serious games but to present an approach that highlights the concept of fidelity in making this type of game.

Key Terms in this Chapter

Model: A graphical representation with more outstanding dynamics among the components that build the structure of the system it aims to represent, having an abstract nature and not being decisive to guide the implementation or operation of the specific design actively.

Serious Games: Games that use its elements of motivation, engagement, and fun for teaching, learning, training, or positive behavior change.

Game Features: Particularities that give quality to games.

Simulation: Representation of a part of reality, whether graphically or not, that knows the real world at its core.

Play: Experience of performing activities within a context governed by rules.

Design Science: Part of science that deals with phenomena and artifacts created by humanity.

Fidelity: In the context of serious games, it is a characteristic that represents the level of proximity that the physical, functional, and psychological components within the digital world have with the real world.

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