# SiPlus a User-Centered Methodology for Serious Games Design
## 3 iPus Methodology  
In this section, we describe our methodology (iPlus) for designing SGs with an educational purpose. For the construction of iPus, we used the design science research approach [67]. This process is an iterative design process in which designers and users are actively involved in artifacts. In our case, this artifact is the methodology. iPus was designed through experimental protocols carried out in a participatory manner, thereby allowing the user's and experts' consensus to obtain a method through the stages that are progressively validated and adapted. The methodology we propose is intended to be as generic as possible and applicable to any type of SG. iPus offers a phase for the ascertainment of consensual requirements through the participation of experts and users. iPus gives the participants options for active and creative involvement; it proposes a participatory approach in which game designers and users focus on the user's requirements in each phase of the game design process [64; 68]. The iPus design approach is flexible, can be used to design any serious educational game, and offers a design approach integrated with other agile methods. The design process begins by defining the problem according to its specific needs and defining the expected learning outcomes. The story design and the pedagogical objectives are essential, together with the conception of a delightful and playful setting. iPus aims to take advantage of motivational factors designed through game mechanics to offer interactive learning. iPlus comprises a series of ordered steps organized into five phases, as shown in Figure 2. To structure the different elements involved in the design of an SG, we have inspired in the 5 Ms, also known as a fish-bones diagram, cause/effect diagram, or Ishikawa diagram, which is a fundamental tool for piloting problem-solving projects proposed by [PERSON] [69; 70]. 1. Method. Presents the sequence of the phases of the general process that allows the design of the SG;
2. Participants. Stakeholders involved in the SG design process. For example, experts (pedagogical experts, psychologist, software developer, video game designer, subject matter expert, among others) and users (product owner, end-users, or players);
3. Tools. Models, theories, techniques, standards, and genres of video games used in the design process. Some of the approaches used are: * [PERSON]'s Taxonomy [71]: This theory objective is that after completing a learning game-based process, the student acquires new skills and knowledge. [PERSON]'s taxonomy levels are knowing, understanding, applying, analyzing, evaluating, and creating;
* Theory of Learning Multiple Intelligence [72,73]: This theory is related to human beings' capacities. These only need to be enhanced, and if they do not, they are measured in the usual intelligence tests. This researcher has identified eight different types of intelligence: linguistic-verbal, logical-mathematical, visuospatial, musical, corporeal-kinesthetic, intrapersonal, interpersonal, and naturalistic);
* Brainstorming [74,75]: Brainstorming is a tool to generate original ideas in a relaxed environment;
* Affinity Diagram [76]: This is a tool that synthesizes a set of verbal data (ideas, opinions, themes, expressions, among others), grouping them based on the relationship they have between them;
* Gamification [38,39]: This consists of the use of design mechanics, elements, and techniques of games in the context where they are not games, to engage users and solve problems [77]. For example, _Points_ are game mechanics through which numerical values are assigned to the player. _Levels_ in a game are new spaces available to the player when completing a specific objective and new challenges to keep players' interest high. _Leaderboards_ are a game mechanic that shows the names and positions in a competition, especially in a game tournament. _Badges_ are among the most used game mechanics and achieve the best results  
Figure 2: iPus Methodology Phases.