## 3 VR Serious Game Development
### Design  
A trainee could learn through the designed serious game about the key aspects of Scrum: the roles that are usually involved in the development process (i.e., Scrum Master, Product Owner, and Developers), the meetings that are commonly conducted during a sprint (i.e., Daily Meeting, Sprint Planning, Sprint Review, and Sprint Retrospective) and some artifacts or techniques frequently used throughout a Scrum project, such as Kanban boards, Burndown charts, or Poker Planning [1]. The user, represented by the main character of the story, is a young worker who has just joined a software company. He/she will learn about the target topics through observation and interaction with the actors participating in a Scrum team, and especially through the Scrum Master (SM) character. The SM will tell the user about the most important aspects of Scrum and will guide him/her through the processes of the Scrum methodology. Furthermore, other characters such as the Product Owner and the Developers are also relevant during the experience because they will interact with the user along these processes. The whole experience is narrated linearly, and it is divided into four scenes with an approximate duration of 8 min each. The following is a summary of the subjects covered in each chapter of the serious VR serious game developed. * Chapter 1: Scrum introduction
* Agile and Scrum foundation. * Presentation of the Scrum Master and Developers. * Operation of a Kanban board. * Software development life cycle. * Chapter 2: Daily meeting
* Conduction of a Daily Meeting. * Selection of User Stories based on their prioritization and estimation. * Usage of the Kanban board. * Usage of the Burndown Chart. * Usage of a dashboard involving quality metrics. * Chapter 3: Sprint Review and Retrospective
* Presentation of the Product Owner. * Conduction of the Sprint Review, including a Software product demo. * Conduction of the Sprint Retrospective, including an analysis of the Sprint performance supported on the Burndown Chart. * Chapter 4: Sprint planning
* Definitition of User Stories through dialogue between the Product Owner and the developers. * Estimation of User Stories using the Poker Planning technique. * Prioritization of User Stories using the MSCW technique. As presented, each scene addresses several learning objectives covering the main Scrum concepts so that by the end of the story, the user will have learned about how Scrum works. The scenes are described in detail below in order to introduce the narrative and to explain some VR narrative resources that guide the user's attention: audio explanations, visual support, character movements, object lighting, and interaction through diegetic elements. The story begins with the newcomer being welcomed into the hall by the SM, who explains to him/her about the Agile principles and the Scrum framework. The audio explanations are accompanied by some posters hung on the wall that support them visually. The user's view (that is a first-person perspective) is guided through the movements made by the SM and the lighting of the objects, as depicted in Figure 1A. After the explanations, the SM offers the possibility to repeat them to reinforce the concepts if necessary. When the foundation of Agile and Scrum is established, the SM asks the user to enter the office to meet his/her colleagues, a question that can be answered through an interactive diegetic button. Once inside the office, the developers are introduced to the user. The majority are programming on their workstations, but some of them are chatting and having coffee on the office couch (see Figure 1B). Following the presentation, the SM proceeds to explain the operation of the Kanban board and the software development life cycle, as shown in Figure 1C. The speech is dynamized through interactions and curious facts (e.g., the SM asks the user if he/she wants to know the origin of the word Kanban, which is Japanese and means something like \"card you can see\").