eConfidence partners will engage in the development and implementation of the necessary game mechanics and measurement structures, following an adapted methodology of the Activity Theory-based Model of Serious Games (ATMSG) approach and the ABA methodology to promote behavior change.
ATMSG model uses the conceptual framework of activity theory to understand the structure of educational serious games, providing a way to reason about the relationships between serious games components and the educational goals of the game. ABA will add the behavioral component in this model.
In the ATMSG model, the game is not considered an isolated artefact but as part of a complex, dynamic system.
From this perspective, educational serious games are typically used in the context of at least three activities, with different driving motives: the gaming activity, the learning activity and the instructional activity where the same subject (the player/learner) and tool (the serious game) is shared. For example, the motive driving the gaming activity might be simply to have fun, while the motive driving the learning activity might be to fulfil a requirement.
The instructional activity also shares the same tool, but has a different subject (the instructor and/or the game designer) and motive.