CAPTRS Chief Game Designer Publishes Paper on Practical Framework for Serious Game Development in International Journal of Serious Games

CAPTRS Chief Game Designer Publishes Paper on Practical Framework for Serious Game Development in In

CAPTRS is proud to announce the publication of a new article by our Chief Game Designer, Dr. Micael Sousa, in the

International Journal of Serious Games . The paper, titled MACMEO: Playable Framework for Analog, Hybrid and Digital Serious Game Design

introduces MACMEO, a flexible, hands-on framework created to help newcomers and educators quickly design serious games in analog, digital, or hybrid formats.

Serious games differ from entertainment games in that they serve broader purposes such as education, training, or awareness. Yet, despite the growing interest in serious game design, many existing methodologies are complex, time-consuming, or too advanced for those without prior experience. The MACMEO framework addresses this gap by offering a fast, engaging, and structured process to design early-stage, playable prototypes.

Drawing inspiration from the well-known MDA (Mechanics, Dynamics, Aesthetics) framework, but adapting it specifically for serious game goals, MACMEO stands for:

Mechanisms Auxiliary Mechanisms Components Motivational Experiences Objectives Ultimately, this research underscores the growing need for practical design tools in the field of serious games, especially for those entering from outside traditional game development. With MACMEO and other research approaches, CAPTRS team members continue to lead in the development of accessible tools that strengthen preparedness and training through game-based innovation, while helping users explore how game systems relate to external goals, such as training, education, or public health.

This new approach provides a visual, gamified toolkit that helps users rapidly draft game systems, link mechanics to real-world goals, and test playable concepts within just 2–3 hour sessions. Tested across ten sessions with 78 participants from diverse backgrounds, the framework resulted in 26 serious game ideas, 20 of which became viable, playable prototypes.

Read the full paper here .

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