ABSTRACT
Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadvantages comparedwith conventional methods. To make it more practical and effective, it is presented the development of game “Danki”, aimed at teaching the"4 Ps of Marketing" to undergraduate students of the regular course and to online courses. Thus, it seeks to discuss strategies for developing serious games as a whole, spreading it as possible alternative solution.
References (1):
D. Djaouti, J. Alvarez, J. P. Jessel, G. Methel. Play, Game, World: Anatomy of a Videogame. International Journal of Intelligent Games & Simulation, 5(1), 35-39, 2008.