4.29.2012

Serious Games

The concept of serious games is very similar to that of gamification. Not that there is a specific definition of a serious game but the term has come to mean "games used for training, advertising, simulation, or education that are designed to run on personal computers or video game consoles" (p.3) Why could this be important to finally realizing gaming's full potential? The reason is for an initiative that began in 2002 called serious game initiative. As of 2007, the serious games market was about 20 million dollars. You can check out the website by clicking here.

In the journal from where I am receiving my current information, it says that most people are agree on a definition for a serious game which is, " Most agree on a core meaning that serious games are (digital) games used for purposes other than mere entertainment" (p.1). I am thinking about my question that I began with on this blog about games being used for ways besides solely entertainment and have realized for a some time now this is not a thought I had alone. Although other issues for thought do arise.

Many people question the positive effects of games. Granted, I personally must agree that not all games have positive effects, but with the game initiative it supports game designers to  create serious games. Also, some like Professor Zyda believe that entertainment has to come first and then the learning part underlying in the game. And then, there is the book Serious Games: Games that Educate, Train, and Inform  by David Michael and Sande Chen who give contrasting beliefs.

The initiative has conferences and several studies. What answers will be told and what games will be created for the learning or health experience are for the future to tell.

Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games – an overview . Retrieved from http://www.autzones.com/din6000/textes/semaine12/SusiEtAl(2005).pdf

Let's keep playing!

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