Implementation
Context of play
Where a game is played — clinic, classroom, workplace or living room — decides which values win before you've written a line of code.
What this element is
Context of play is the culture that develops around a serious game and the setting it's delivered in — the clinic waiting room, the year 10 classroom, the compulsory workplace induction, the museum floor. It's everything surrounding the screen: who's watching, why players are there, and what the room expects of them.
Why it carries values
Designers are constantly juggling safety, equity, compliance, entertainment and imagination against the culture, expectations and restrictions of the environment the game will actually be played in. The same mechanic that motivates in one room harms in another. Serious games don't simply transport values into a setting — they create and prioritise values in response to it. If you design without knowing the room, the room will redesign your game for you.
Patterns from practice
Clinical
In clinical contexts, care, safety and individual wellbeing dominate. The early childhood assessment game deliberately withholds standard motivational devices — visible scores, progress indicators — because comparison between siblings or peers is a psychological risk: "how great would you feel if your brother or sister was a year younger than you and they performed better than you?" (P9). The game becomes "competitive against yourself... without actually knowing the outcomes" (P9), trading replayability and engagement for children's self-esteem. Even the physical room is treated as value-laden: a Monet on the wall behind the clinician primes a child's answers about colour, so feedback, competition and background detail are all controlled. Fairness and consistency beat flexibility and convenience.
The physiotherapy games are also clinical but care most about regular participation. Knowing physiotherapists often lack technical support, the team simplified games and equipment and built a range of mini-games for different tastes. Accessibility was the top value.
School
In the classroom-based driver safety game, "the culture of the game is safety and low anxiety" (P4). Success is measured by how much less anxious a learner feels, not how high they score — and the need to reach many students in remote locations pushed the design from VR to a scalable PC version. When group play arrived, peer pressure started working for the design: students who prioritised safety won. Better still, limited hardware forced "driver" and "passenger" roles — passengers initially wanted to "troll" (P4) the drivers, braking their cars and jiggling the wheel, and drivers became adept at anticipating exactly the peer pressure they'll face in real cars. A logistics constraint stumbled onto a lesson in social responsibility.
The social services game shows engagement in schools is always relative: played "instead of normal classroom activities" (P10), "it has to be fun, but it doesn't have to be too much fun... it just has to be more fun than a lesson" (P10). Fun is a calculated decision, not a maximised one.
Workplace
Workplace training runs on compliance, efficiency and respect for professional time. The agricultural and safety training developers were told their challenges were "taking too long to complete" (P5) and simplified them — completion within a set time frame was non-negotiable. Over years, the "culture of compliance above all else" made development "less creative" (P5): when clients primarily value risk reduction and standardisation, designers stop taking creative risks, and the games blandify. The fire warden game exists purely because a digital fire panel is cheaper than transporting a real one — never about narrative depth or artistic flair. The medical VR games simulate a full "clinical culture" (P1) of briefing, procedure and debriefing: entertainment is allowed, but proving competence and value for money comes first.
Entertainment and public
In voluntary, public-facing games the priorities flip to curiosity, empowerment and wanting to play. The space exploration game inverted the usual relationship entirely: "it was the values of the game that really drove the context of play" (P6) — the team sought out museums, VR arcades and homes where embodied, spectacular interaction could flourish. The environmental awareness studio promotes "self empowerment and curiosity" (P7) while still answering to funders: because the games are downloadable apps rather than mandated training, they must be engaging enough to be chosen, yet still "spark curiosity that led to players to continue to explore certain topics" (P7). Autonomy and intrinsic motivation take centre stage — with funder accountability quietly attached.
Questions to ask your team
- Where will this actually be played — and who else is in the room when it happens?
- Are players there voluntarily or because they have to be? What does that do to your engagement bar?
- If players share hardware or play in groups, what social dynamics will emerge — and can you turn them into learning rather than fighting them?
- Is the institution's definition of success (completion, coverage, time-on-task) the same as yours? Where do they diverge?
- Could visible performance — scores, leaderboards, watching peers — harm anyone in this setting?
- Does the physical environment itself carry signals (decor, noise, supervision) that will change how people play?
- If the context demands compliance and speed, what are you quietly giving up — and is that trade explicit in the design doc?
- Could your game's values choose its venue, rather than the other way around?
Tensions in play
Engagement ↔ Compliance & completion
Workplace clients value throughput and auditable completion; deep, playful learning takes time. A culture of compliance above all else makes development “less creative.”
Realism ↔ Psychological safety
Faithful depictions of harm, pressure or failure can teach powerfully — and can shame, stress or traumatise. The learner-driver game cut realistic pedestrians for cardboard cut-outs; therapy games rejected frightening enemies.
Fidelity ↔ Reach & cost
Every step up in visual or hardware fidelity narrows who can play. Designing for the “cheapest, cheapest phone” is a moral commitment as much as a technical one.
Go deeper: Linegar (2026), §5.3.11. About the research