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Abstract
In this paper we present a detailed analysis of the design and implementation of an educational game targeting young women entrepreneurs by a predominantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigorous and agile development model that included stakeholders at several time frames, we were not successful in delivering the desired experience to our target audience. We conclude by presenting a strategy for changing the agile development model to be inclusive of the target audience.
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Acknowledgements
The project team would like to thank the Thunderbird for Good and Kellie Kreiser for helping with the evaluation of the game and providing access to the DreamBuilder program.
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Arizona State University, Tempe, AZ, USA
Corey D. C. Heath, Tyler Baron, Kevin Gary & Ashish Amresh
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Correspondence toCorey D. C. Heath.
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Editors and Affiliations
Griffith University, Brisbane, Australia
Tim Marsh
University of Huddersfield, Huddersfield, United Kingdom
Minhua Ma
SINTEF Technology and Society, Oslo, Norway
Manuel Fradinho Oliveira
University of Bremen, Bremen, Bremen, Germany
Jannicke Baalsrud Hauge
Technische Universität Darmstadt, Darmstadt, Germany
Stefan Göbel
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Heath, C.D.C., Baron, T., Gary, K., Amresh, A. (2016). Reflection on Assumptions from Designing Female-Centric Educational Games. In: Marsh, T., Ma, M., Oliveira, M., Baalsrud Hauge, J., Göbel, S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science(), vol 9894. Springer, Cham. https://doi.org/10.1007/978-3-319-45841-0_3
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