The Spectrum of Abstraction and Realism in Serious Games for Learning.

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Title: The Spectrum of Abstraction and Realism in Serious Games for Learning.
Authors: Risley, Kristina1 k.risley@soton.ac.uk, Buzady, Zoltan2 zoltan@buzady.hu, Liang Xu3 liang.xu@dcu.ie
Source: Proceedings of the European Conference on Games Based Learning. 2025, Vol. 19 Issue 2, p733-741. 9p.
Subject Terms: *Educational games, *Learning, *Cognitive load, *Motivation (Psychology), Abstraction (Computer science), Realism, Participation, Video game design
Abstract: The design of serious games for learning is shaped by a fundamental tension between realism and abstraction. Realism in serious games can manifest in multiple dimensions, such as graphical fidelity, sound design, game mechanics, narrative structure etc. Some serious games aim for high-fidelity simulation, replicating real-world scenarios as closely as possible (e.g., flight simulators or medical training applications). Others may incorporate abstract elements while still being grounded in real-world principles, such as strategy games that simplify complex decision-making processes. Abstraction, by removing unnecessary complexity, may reduce extraneous cognitive load and enhance generalisation of learning. In contrast, realism may support situated learning and contextual skill transfer, particularly when training requires familiarity with real-world environments. To better understand the implications of abstraction and realism in serious game design, this paper comparatively explores two case studies: FLIGBY, a corporate leadership development game Cipher, a languagelearning game designed for children. Findings identify six key dimensions that differentiate abstraction and realism in serious games: visual style, audio style, mechanics and interface, rule systems and feedback. Engagement, motivation and cultural perception are also considered, noting that realism may appeal more in professional settings, while abstraction may be particularly effective in child-centred learning environments. This research contributes to the broader field of serious games by providing a conceptual framework to guide educators, game designers and researchers in making informed design decisions, also offering a foundation for future empirical research. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: The Spectrum of Abstraction and Realism in Serious Games for Learning.
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  Data: <searchLink fieldCode="AR" term="%22Risley%2C+Kristina%22">Risley, Kristina</searchLink><relatesTo>1</relatesTo><i> k.risley@soton.ac.uk</i><br /><searchLink fieldCode="AR" term="%22Buzady%2C+Zoltan%22">Buzady, Zoltan</searchLink><relatesTo>2</relatesTo><i> zoltan@buzady.hu</i><br /><searchLink fieldCode="AR" term="%22Liang+Xu%22">Liang Xu</searchLink><relatesTo>3</relatesTo><i> liang.xu@dcu.ie</i>
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2025, Vol. 19 Issue 2, p733-741. 9p.
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  Data: *<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Learning%22">Learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Cognitive+load%22">Cognitive load</searchLink><br />*<searchLink fieldCode="DE" term="%22Motivation+%28Psychology%29%22">Motivation (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Abstraction+%28Computer+science%29%22">Abstraction (Computer science)</searchLink><br /><searchLink fieldCode="DE" term="%22Realism%22">Realism</searchLink><br /><searchLink fieldCode="DE" term="%22Participation%22">Participation</searchLink><br /><searchLink fieldCode="DE" term="%22Video+game+design%22">Video game design</searchLink>
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  Data: The design of serious games for learning is shaped by a fundamental tension between realism and abstraction. Realism in serious games can manifest in multiple dimensions, such as graphical fidelity, sound design, game mechanics, narrative structure etc. Some serious games aim for high-fidelity simulation, replicating real-world scenarios as closely as possible (e.g., flight simulators or medical training applications). Others may incorporate abstract elements while still being grounded in real-world principles, such as strategy games that simplify complex decision-making processes. Abstraction, by removing unnecessary complexity, may reduce extraneous cognitive load and enhance generalisation of learning. In contrast, realism may support situated learning and contextual skill transfer, particularly when training requires familiarity with real-world environments. To better understand the implications of abstraction and realism in serious game design, this paper comparatively explores two case studies: FLIGBY, a corporate leadership development game Cipher, a languagelearning game designed for children. Findings identify six key dimensions that differentiate abstraction and realism in serious games: visual style, audio style, mechanics and interface, rule systems and feedback. Engagement, motivation and cultural perception are also considered, noting that realism may appeal more in professional settings, while abstraction may be particularly effective in child-centred learning environments. This research contributes to the broader field of serious games by providing a conceptual framework to guide educators, game designers and researchers in making informed design decisions, also offering a foundation for future empirical research. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
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  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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        Value: 10.34190/ecgbl.19.2.4036
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        Text: English
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        Type: general
      – SubjectFull: Learning
        Type: general
      – SubjectFull: Cognitive load
        Type: general
      – SubjectFull: Motivation (Psychology)
        Type: general
      – SubjectFull: Abstraction (Computer science)
        Type: general
      – SubjectFull: Realism
        Type: general
      – SubjectFull: Participation
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      – SubjectFull: Video game design
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      – TitleFull: The Spectrum of Abstraction and Realism in Serious Games for Learning.
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            NameFull: Risley, Kristina
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            NameFull: Buzady, Zoltan
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            NameFull: Liang Xu
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            – D: 01
              M: 07
              Text: 2025
              Type: published
              Y: 2025
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