PurposeThe purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).Design/methodology/approachA relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.FindingsThe proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.Research limitations/implicationsAdditional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.Practical implicationsA threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.Originality/valueThe range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.
World Journal of Science, Technology and Sustainable Development – Emerald Publishing
Published: Apr 6, 2017