My Research Vision
I am a champion of gameful, playful and persuasive designs that transform ordinary tasks into extraordinary experiences. My research interests are inspired by the potential of game techniques and technologies in sustaining engagement with serious activities. My research focus is influenced by the blending of physical and digital spaces, which has seen pervasive technologies being experimented in various application domains. Through the next years, I am planning to experiment pervasive approaches in learning driven by games science and underpinned by research analysing in detail the pedagogic value of individual components. I have developed a trans-disciplinary and holistic model for game-based design and development that can be adopted by researchers, designers and developers. My research findings will feed into a book on Games Science that I am developing.
Dr. Sylvester Arnab is a Reader in Game Science, co-Leading research at the DMLL, He was previously a Senior Research Fellow (Gamification) at the DMLL, Senior Researcher at the Serious Games Institute, UK, a Research Fellow at University of Warwick’s WMG and a lecturer at Universiti Malaysia Sarawak. His research interests include the application and impact of games science (serious games, gamification, game design thinking), playful, persuasive, pervasive design in teaching and learning.
To date Sylvester has over 80 academic publications, including one edited book- Serious Games for Healthcare. He has also keynoted at events related to serious games, gamification and technology-enhanced learning. He is a founding member of the Serious Games Society (seriousgamessociety.org/) and he debuted at no. 8 on the Rise Gamification Guru Power 100 in Dec 2015.
To date, Sylvester has successfully won projects worth over £1.5 million including FP7, H2020 and Erasmus+. He is currently coordinating and leading the Beaconing project funded by the European Union’s Horizon 2020 Research and Innovation programme under grant agreement No 687676 (€5.9 million, 15 partners, 3 years). The project aims to foster ‘anytime anywhere’ learning using pervasive, context-aware and gamified techniques (http://beaconing.eu). He is also leading DMLL’s contribution to the EU H2020 Crowd4Roads project and the Erasmus+ Playing4Real project. He was also named as a co-investigator on the EU Funded PEGASO and MAGELLAN projects.
He has previously coordinated the R&D work package of the EU FP7 Games and Learning Alliance (GALA)- a network of 31 partners across Europe. He has also project managed various development projects, such as the development of the £70K 'PR:EPARe' game, which won the Outstanding Contribution to Health Psychology award in 2013 and 'Imparapp' - pervasive gaming for language learning. Other awards include the Research Collaboration Fellowship to Boston in 2015, Prime Minister’s Initiative Partnership Development Grant for UK/ASIA in 2010 and the EU Transversal Programme Study Visit fund in 2011.
- Arnab, S., and Clarke, S. (2016) ‘Towards a trans-disciplinary methodology for a game-based intervention development process’. British Journal of Educational Technology [in press]. Available from http://dx.doi.org/10.1111/bjet.12377
- Jean-Nicolas, P., Romero, M., and Arnab, S. ‘Learning mechanics and game mechanics under the perspective of self-determination theory to foster motivation in digital game based learning’. Simulation and Gaming [in press]
- Kiili, K., Lainema, T., de Freitas, S., and Arnab, S. (2014) ‘Flow framework for analyzing the quality of educational games’. Entertainment Computing 5 (4), 367-377. Available from http://dx.doi.org/10.1016/j.entcom.2014.08.002
- Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., and De Gloria, A. (2014) 'Mapping Learning and Game Mechanics for Serious Games Analysis'. British Journal of Educational Technology 46 (2), 391-411. Available from http://dx.doi.org/10.1111/bjet.12113
- Dunwell, I., de Freitas, S., Petridis, P., Hendrix, M., Arnab, S., Lameras, P., and Stewart, C. (2014) 'A game-based learning approach to road safety: the code of everand'. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 'CHI '14'. Held 26 April-01 May in Toronto, Canada. USA. ACM, 3389-3398. Available from http://dx.doi.org/10.1145/2556288.2557281
- Ninaus, M., Kober, S.E., Friederich, E., Dunwell, I., de Freitas, S., Arnab., S, Ott, M., Kravcik, M., Lim, T., Louchart, S., Bellotti, F., Hannemann, A., Thin, A.G., Berta, R., Wood, G., and Neuper, C. (2014) 'Evaluating neurophysiological methods for monitoring brain activity in serious games and virtual environments. A review'. International Journal of Technology Enhanced Learning 6 (1).
- Arnab, S., Moreno-Ger, P., Lim, T., Lameras, P., Hendrix, M., Kiili, K., and Baalsrud Hauge, J. (2014) 'A Conceptual Model towards the Scaffolding of Learning Experience'. In De Gloria, A. (ed.) Proceedings of Games and Learning Alliance Conference, 'Games and Learning Alliance Conference'. Held 02-04 July 2014 in Bucharest, Romania
- Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., Louchart, S., Hendrix, M., and de Freitas, S. (2013) 'The Development Approach of a Pedagogically-Driven Serious Game to support Relationship and Sex Education (RSE) within a classroom setting'. Computers and Education 69 (20130), 15-30.
- Ketamo, H., Kiili, K., Arnab, S., and Dunwell, I. (2013) 'Integrating games into school: Towards new teachership'. In New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration. Ed. by de Freitas, S., Ott, M., Popescu, M.M., and Stanescu, I. US: IGI Global, 114-135
- de Freitas, S., Mayer, I., Arnab, S., and Marshall, I. (2013) 'Industrial and academic collaboration: Hybrid models for research and innovation diffusion'. Journal of Higher Education Policy and Management 36 (1), 2-14.
- Brown, K., Arnab, S., Bayley, J., Newby, K., Joshi, P., Judd, B., Baxter, A., and Clarke, S. (2012) 'Tackling sensitive issues using a game-based environment: Serious game for relationships and sex education (RSE)'. Proceedings of The 17th Annual CyberPsychology and CyberTherapy Conference, 'CYBER17'. Held 25-28 Sep 2012 in Brussels, Belgium
- Arnab, S., Berta, R., De Freitas, S., Earp, J., Popescu, M., Romero, M., Stanescu, I., and Usart, M. (2012) 'Framing the Adoption of Serious Games in Formal Education'. Electronic Journal of e-Learning 10 (2), 159-256
- Arnab, S., Dunwell, I., and Debattista, K. (2012) Serious Games for Healthcare: Applications and Implications. IGI Global.
- Arnab, S., Petridis, P., Dunwell, I., and de Freitas, S. (2011) 'Enhancing learning in distributed virtual worlds through touch: a browser-based architecture for haptic interaction'. In Serious Games and Edutainment Applications. Ed. by Ma, M., Oikonomou, A., and Jain, L.C. Springer Verlag.
- Beaconing (http://beaconing.eu): A H2020 project that is aiming to experiment ‘anytime anywhere’ learning using pervasive, context-aware and gamified techniques
- Crowd4Roads – C4Rs (http://C4Rs.eu):An innovative H2020 initiative combining smart sensing, ride sharing and gamification applications to harness collective intelligence for providing open data towards boosting traffic conditions on the continent and raising awareness on eco-sustainability issues.
- Gamification for Hard-To-Reach[SA1] : Research on the use of gameful design in engaging the hard-to-reach group.
- Games and Learning Alliance (GALA): A network of excellence on Serious Games.
- PEGASO: Personalised Guide for Eating and Activity Behaviour for the Prevention of Obesity and Eating Disorders.
- MAGELLAN: MAGELLAN’s overall vision is to enhance the creativity of people by establishing a web platform for cost-effectively authoring, publishing, executing, and experiencing location based games. This unique integrated web-based infrastructure will be targeted at both skilled professional authors, but also at everyday authors without deep technical skills. MAGELLAN will be underpinned by scientific research into the principles and technologies of creative and location-based experiences in order to ensure that the platform is innovative while also extending our broader scientific understanding of creativity. Sylvester is a named co-investigator on the project.
- PR:EPARe: Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships. Sylvester project managed the development of the game.
- Partnership Development with Universiti Malaysia Sarawak: Partnership development, which has led to exchange visits, workshops on game design and publications in games for cultural intervention.
- Partnership Development with Texas A&M University: Partnership development within the domain of disaster management and the use of virtual technology and gamification.
- Wheel-SAS (Wheelsense): The key objective for the Wheel-SAS project is to develop and test a wheelchair centre of gravity measurement system to the point of commercialisation; that is for the project’s associated IP to be licensed or sold to a commercial organisation. My contribution was a co–lead for the GUI development.