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.
Joint International Conference on Serious Games 2016
Number of Pages
Scholarly Commons Citation
Heath, C. D., Baron, T., Gary, K., & Amresh, A. (2016). Reflection on Assumptions from Designing Female-Centric Educational Games. , (). Retrieved from https://commons.erau.edu/publication/604