It is argued that reflecting on the in-game performance in a serious game is important for facilitating learning transfer. Such a reflection can be facilitated by means of a so-called debriefing phase. This paper describes the steps undertaken for creating an automatic self-debriefing system for serious games displaying realistic behavior and having multiple possible paths to a solution. We decided to start with a concrete case, a serious game to deal with cyber bullying in social networks. We combined a textual feedback with 3 types of visualizations. A prototype system was implemented and evaluated with the goal of comparing the 3 visualizations and gathering feedback on the usability and effectiveness of the debriefing. The results indicate that the debriefing did help the participants in having a better understanding of the outcome of the game and that there was a clear preference for one of the three visualizations.
De Troyer, O., Helalouch, A., & Debruyne, C. (2016). Towards Computer-Supported Self-debriefing of a Serious Game Against Cyber Bullying. In R. Bottino, J. Jeuring, & R. C. Veltkamp (Eds.), Games and Learning Alliance: 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Proceedings. (pp. 374-384). (Lecture Notes in Computer Science; Vol. 10056). Springer International Publishing. DOI: 10.1007/978-3-319-50182-6_34