<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-18T02:52:14Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/7341" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/7341</identifier><datestamp>2024-05-15T07:50:03Z</datestamp><setSpec>com_10259.4_2548</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>com_10259_5377</setSpec><setSpec>com_10259_4219</setSpec><setSpec>col_10259.4_2549</setSpec><setSpec>col_10259_5378</setSpec><setSpec>col_10259_4220</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<datafield tag="042" ind1=" " ind2=" ">
<subfield code="a">dc</subfield>
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<datafield tag="720" ind1=" " ind2=" ">
<subfield code="a">Martínez García, Kim</subfield>
<subfield code="e">author</subfield>
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<datafield tag="720" ind1=" " ind2=" ">
<subfield code="a">Menéndez Menéndez, María Isabel</subfield>
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<datafield tag="720" ind1=" " ind2=" ">
<subfield code="a">Bustillo Iglesias, Andrés</subfield>
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<subfield code="c">2022-11</subfield>
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<subfield code="a">Serious games have to meet certain characteristics relating to gameplay and educational&#xd;
content to be effective as educational tools. There are some models that evaluate these aspects, but&#xd;
they usually lack a good balance between both ludic and learning requirements, and provide no guide&#xd;
for the design of new games. This study develops the Gaming Educational Balanced (GEB) Model&#xd;
which addresses these two limitations. GEB is based on the Mechanics, Dynamics and Aesthetics&#xd;
framework and the Four Pillars of Educational Games theory. This model defines a metric to evaluate&#xd;
serious games, which can also be followed to guide their subsequent development. This rubric&#xd;
is tested with three indie serious games developed using different genres to raise awareness of&#xd;
mental illnesses. This evaluation revealed two main issues: the three games returned good results for&#xd;
gameplay, but the application of educational content was deficient, due in all likelihood to the lack of&#xd;
expert educators participating in their development. A statistical and machine learning validation&#xd;
of the results is also performed to ensure that the GEB metric features are clearly explained and the&#xd;
players are able to evaluate them correctly. These results underline the usefulness of the new metric&#xd;
tool for identifying game design strengths and weaknesses. Future works will apply this metric to&#xd;
more serious games to further test its effectiveness and to guide the design of new serious games.</subfield>
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<subfield code="a">http://hdl.handle.net/10259/7341</subfield>
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<datafield tag="024" ind2=" " ind1="8">
<subfield code="a">10.3390/app122211757</subfield>
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<datafield tag="024" ind2=" " ind1="8">
<subfield code="a">2076-3417</subfield>
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<datafield ind1=" " ind2=" " tag="653">
<subfield code="a">Serious games</subfield>
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<subfield code="a">Game evaluation</subfield>
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<subfield code="a">Game desing</subfield>
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<subfield code="a">Metrics</subfield>
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<subfield code="a">A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model</subfield>
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