The response to current market challenges reported by several presenters at the GDC’s Serious Games Summit, due to its high degree of commonality, could eventually configure emerging trends for the segment. Early Prototypes Many presenters strongly recommended planning for very early prototypes. Prototype goals would be three-fold: have functioning core game mechanics ASAP; mock-up the basic layout and key screens and elicit feedback. As Serious Games sponsors often don’t understand game technology, which is in stark contrast to entertainment games where publishers are usually game experts, half of early design assumptions might not wind up in the final product. This method, called rapid iterative development, is necessary for drawing out what customers really want, since they often can’t express it as a formal requirement. Therefore, the importance of early producing concept/de-risking demos, especially for customers who don’t know what Serious Games are about, was highly
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