Computer games have introduced a new grammar, totally foreign to
those who have only focused on creating or studying books,
movies, or traditional courses. Today, Serious Games can be used
to develop conviction and competence, through the increased use
of engagement, practice, emotion, and richer content. When I
design or judge sims and other serious games, especially sims
that are expected to be stand-alone, this is on what I focus. A)
Interactive World (30%) From a design perspective, the highest
level goal is to create and then present a small, self-contained
simulation “world,” “environment,” or “content model” with
appropriate rules, real-time rich interactivity, and visual and
action based feedback. The player of the sim “learns” though
practicing on and interacting with various subsections of this
environment. B) Entice (5%) Initially, the program actively
helps the user understand and be excited about the sim
engagement. This may include a formal entice mode. Here, as in
old coin-operated arcade games