This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does not pass a certain threshold. Hence, to avoid an extra barrier for the use of serious games, it is necessary to take into account the technology used by commercial leisure games. This work tackles these two issues, by fostering the collaboration of these two despair communities by providing both a workflow and supporting tools that are particularly tailored for each of the communities. On the one hand the educators need a simple to use high level authoring tool that allows to sketch the structure and to define the main elements of the game logic without having a great computer science background, and on the other hand developers require powerful game platforms that allow to exploit the technology available in commercial games. The approach is exemplified by using an educator-friendly authoring tool such as the eAdventure platform and using the Unity 3D™ as the platform used by the developers. The applied solution consists of a tool that connects a high level game design editor eAdventure with a game development platform Unity3D. The approach and the developed tools have been validated through two study cases, where two eAdventure games have been ported to the Unity 3D platform.
Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011). Origins of Serious Games. Serious Games and Edutainment Applications, 25-43. Retrieved from http://www.ludoscience.com/files/ressources/origins_of_serious_games.pdf