Serious games (SG) are defined as “interactive computer applications, with or without a significant hardware component, that have challenging goals, are fun to play and engaging, incorporate some scoring mechanism, and supply the user with skills, knowledge or attitudes useful in reality".
1. Introduction
In the last four decades, games have been designed purposely for behavioural change
[1][2]. This is due to their popularity in providing leisure activity and entertainment to players
[3]. Researchers exploited the appeal of playing games to influence players’ behaviours after witnessing significant behaviour changes while playing
[3][4][5]. Since then, specific games have been particularly created and developed to help transform and change certain behaviours in different fields such as health, psychology, education, marketing, and tourism, etc.
[6][7]. New terms have emerged to define these types of games such as: serious gaming, gamification, persuasive games, etc. Designing a persuasive game for serious purposes requires a thorough understanding of the relevant behaviour change theories that can feed into the design process
[5]. Games that have been employed to make an impact on players’ behaviours are often aided by well-known behavioural change theories and the engaging characteristics of game design elements and mechanics.