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Values in Serious Game Design

Implementation

Hardware

Hardware decides who can play your game at all. Every device choice trades fidelity against reach, and the trade-off is a moral one, not just technical.

What this element is

Hardware is the physical platform your game runs on and the devices players use to interact with it — headsets, tablets, phones, PCs, controllers, and custom peripherals. Flanagan and Nissenbaum describe hardware as a framework that "enables and disables the imagination" of game designers, inevitably shaping the values their games embody.

Why it carries values

Hardware decisions present and bind your values at the same time. They shape everything from your interface metaphors to the audiences who can use and benefit from the game. Choose a high-end headset and you've chosen immersion over reach; choose the cheapest phone on the market and you've chosen inclusion over spectacle. Neither is neutral — and the designers in this study were explicit that these were value commitments, not just spec sheets.

Patterns from practice

Innovation

Sometimes hardware is the point. In the space game, immersion and embodied interaction were inseparable from VR plus Kinect hand tracking: "being a VR game, it's pretty fundamental to the entire experience... the whole idea was, what's a really cool thing you can do with the Kinect hand tracking?" (P6). The value placed on "natural motion controls" (P6) and a believable feeling of climbing in zero gravity made gamepads, keyboards and mice non-starters. The hardware enabled a novel form of embodied play — and simultaneously ruled out any design that would have compromised it.

The physiotherapy project inverted the usual order: it didn't select hardware to fit a solution, it began as a hardware product — a custom balance board out of an entrepreneurship boot camp. The team's values of quality, durability and professional legitimacy flowed straight into material decisions: "We wanted it to be high quality, because we wanted our products to feel like a quality product that they could use for a long time, particularly when selling to physical therapists" (P2). Bamboo and aluminium, local producers, hand-sanding and varnishing — the board was built to be "an ambassador of the product" (P2), physically embodying integrity and responsibility before a single game loaded.

Accessibility

More often, hardware is where accessibility and fidelity fight it out. The medical VR team chose standalone headsets deliberately: "We chose standalone headsets because we see the future of VR. It needs to be scalable and needs to be portable" (P1). The cost was severe: "The major limitation to that is processing power... we had a refresh rate of 12... we've been able to get it up to about 50, which is still not ideal" (P1). Broad deployment in real training environments beat detailed avatars and graphical richness, and the team spent extensive effort "reducing the polycount" (P1) and redoing assets. Accessible VR, paid for in visual fidelity.

The learner-driver game was forced into the same trade by its audience. Originally designed for VR and a high-end simulator, it collided with classroom reality: some students got queasy in VR, and you can't run a whole class through one simulator. The team moved to a desktop PC with steering wheel and pedals — an experience every classroom could run, that still captured the essence of realistic driver training. Comfort and delivery at scale outranked maximal immersion.

At the far end, affordability becomes an outright moral commitment. The youth social services developer targeted the "cheapest possible Android device", then built graphical settings so players could adapt: "if you have a great phone, you've gotten all the nice shaders. But if you got a phone, that's just not as high of a performer, then you just dial it down" (P10). Reaching people who don't have expensive hardware forced the team to rethink what the game could be — and they treated that as the job, not a compromise.

Questions to ask your team

  1. Who is excluded by our hardware choice — by cost, by access, by motion sickness, by physical ability? Are we comfortable naming them?
  2. Are we choosing this device because it serves the learner, or because it excites us (or the client) at a demo?
  3. What fidelity are we prepared to sacrifice for reach — and what's the minimum fidelity below which the learning stops working?
  4. How will this actually be deployed: one device per learner, a shared kit, a classroom of thirty? Has the hardware plan met the delivery plan?
  5. If some players will use low-end devices, have we designed a "dial it down" path rather than a broken experience?
  6. Does our physical kit — its materials, build quality, durability — send the message we want about who we are?
  7. What happens to this game when the hardware we've bet on is discontinued?

Tensions in play

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.

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.

Go deeper: Linegar (2026), §5.3.8. About the research