This document discusses learning evaluation in persuasive serious games. It begins by introducing the context of using serious games in education and defines persuasive serious games as media aimed at provoking behavioral changes in players. It then proposes a model for modeling and evaluating player behavior that involves (1) identifying player characteristics, (2) modeling the relationships between characteristics, and (3) evaluating behavior probabilistically and through decision-making. The document applies this model to an anti-corruption serious game called "Corjalean Planet" and concludes by discussing how the model can help evaluate player progress and the effectiveness of persuasive games.
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