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Serious Game Information

A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.

Contents

Definition and scope

Serious games are designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train, investigate, or advertise. Sometimes a game will deliberately sacrifice fun and entertainment in order to make a serious point. Whereas video game genres are classified by gameplay, serious games are not a game genre but a category of games with different purposes. This category includes educational games and advergames, political games, or evangelical games.[1] The category of serious games for training is also known as "game-learning".

Overview

The term "serious game" was actually used long before the introduction of computer and electronic devices into entertainment. Clark Abt discussed the idea and used the term in his 1970 book Serious Games,[2] published by Viking Press. In that book, his references were primarily to the use of board and card games. But he gave a useful general definition which is still considered applicable in the computer age:

Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to win objectives. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.

It is not a new idea. Military officers have been using war games in order to train strategic skills for a long time. One early example of a serious game is a 19th century Prussian military training game called Kriegsspiel, the German name for wargame.

Mike Zyda provided an update and a logical approach to the term in his 2005 article in IEEE Computer entitled, "From Visual Simulation to Virtual Reality to Games". Zyda's definition begins with "game" and proceeds from there:

Long before the term "serious game" came into wide use with the Serious Games Initiative in 2002, games were being made for non-entertainment purposes. The continued failure of the edutainment space to prove profitable, plus the growing technical abilities of games to provide realistic settings, led to a re-examination of the concept of serious games in the late 1990s. During this time, a number of scholars began to examine the utility of games for other purposes, contributed to the growing interest in applying games to new purposes. Additionally, the ability of games to contribute to training expanded at the same time with the development of multi-player gaming. In 2002, the Woodrow Wilson International Center for Scholars in Washington D.C. launched a "Serious Games Initiative" to encourage the development of games that address policy and management issues. More focused sub-groups began to appear in 2004, including Games for Change which focuses on social issues and social change, and Games for Health which addresses health care applications.

Other authors, though, (as Jeffery R. Young) consider that Serious Games didn't obtain the success that was expected, and new theories, like "Smart Gaming" have appeared to replace it.

There is no single definition of serious games, though they are generally held to be games used for training, advertising, simulation, or education. Alternate definitions include the application of games concepts, technologies and ideas to non-entertainment applications. This can also include specific hardware for video games, such as exergaming.

Serious games are aimed for a large variety of audiences, including primary or secondary education, professionals and consumers. Serious games can be of any genre, use any game technology, and be developed for any platform. Some may consider them a kind of edutainment; however, the mainstay of the community are resistant to this term.

A serious game is not a simulation alone. It may be a simulation combined with elements of game-play, specifically a chance to win. All have the look and feel of a game, a chance to win, but correspond to non-game events or processes from the real world, including business operations and military operations (even though many popular entertainment games depicted business and military operations). The games are made to provide an engaging, self-reinforcing context in which to motivate, educate and train the players. Other purposes for such games include marketing and advertisement. The largest users (unsubstantiated by business intelligence) of serious games appear to be the US government and medical professionals.[citation needed] Other commercial sectors are actively pursuing development of these types of tools as well.

Development

The concept of using games for education dates back before the days of computers, but the first serious game is often considered to be Army Battlezone, an abortive project headed by Atari in 1980, designed to use the Battlezone tank game for military training. In recent years, the US government and military have periodically looked towards game developers to create low-cost simulations that are both accurate and engaging. Game developers' experience with gameplay and game design made them prime candidates for developing these types of simulations which cost millions of dollars less than traditional simulations, which often require special hardware or complete facilities to use.

Outside of the government, there is substantial interest in games for education, professional training, healthcare, advertising and public policy. For example, games from websites such as Newsgaming.com are "very political games groups made outside the corporate game system" that are "raising issues through media but using the distinct properties of games to engage people from a fresh perspective," says Henry Jenkins, the director of MIT's comparative media studies program. Such games, he said, constitute a "radical fictional work."1 Michigan State University offers a Serious Games MA, a Master of Arts graduate program and graduate certificate in serious game design.[3] In Europe a similar Masters Programme has been set up at the University of Salford in 2005 and named "MSc in Creative Games". Around the same time Utrecht University in the Netherlands started an MSc in Game and Media Technology.

Advantages

Video and computer game developers are accustomed to developing games quickly and are adept at creating games that simulate—to varying degrees—functional entities such as radar and combat vehicles. Using existing infrastructure, game developers can create games that simulate battles, processes and events at a fraction of the cost of traditional government contractors.

Traditional simulators usually cost millions of dollars not only to develop, but also to deploy, and generally require the procurement of specialized hardware. The costs of media for serious games is very low. Instead of volumes of media or computers for high-end simulators, SGs require nothing more than a DVD or even a single CD-ROM, exactly like traditional computer and video games require. Deploying these to the field requires nothing more than dropping them in the mail or accessing a dedicated web site.

Finally, while SGs are meant to train or otherwise educate users, they often hope to be engaging. Game developers are experienced at making games fun and engaging as their livelihood depends on it. In the course of simulating events and processes, developers automatically inject entertainment and playability in their applications.

Classifications and subsets of serious games

The classification of serious games is something that is yet to solidify, there are however a number of terms in reasonably common use for inclusion here.

Additionally Julian Alvarez and Olivier Rampnoux (from the European Center for Children’s Products, University of Poitiers) have attempted to classify serious games in 5 main categories: Advergaming, Edutainment, Edumarket game, Diverted game and Simulation game.[6]

Examples

See also

References

  1. ^ Ernest Adams (2009-07-09). "Sorting Out the Genre Muddle". Gamasutra. http://www.gamasutra.com/view/feature/4074/the_designers_notebook_sorting_.php?page=2. Retrieved 2009-05-23.
  2. ^ "Abt Associates Inc. History, 1970-1974". Abt Associates Inc. http://www.abtassociates.com/page.cfm?PageID=452. Retrieved 2009-07-18.
  3. ^ Serious Game Master's program at Michigan State University
  4. ^ The book 'Digital Game-Based Learning' by Marc Prensky was the first major publication to define the term, The Official Site of the book 'Digital Game-Based Learning' by Marc Prensky
  5. ^ Gonzalo Frasca of newsgaming.com which denounces the use of violence to resolve the problem of terrorism.
  6. ^ Alvarez J., Rampnoux O., Serious Game: Just a question of posture?, in Artificial & Ambient Intelligence, AISB'07, Newcastle, UK, April 2007, p.420 to 423
  7. ^ http://www.wired.com/wiredscience/2010/11/phylo-game
  8. ^ "The 3D Model of The West Virginia Penitentiary". http://mockprisonriot.org/MPR/CUSTOMCONTENT/PUBLICVIEW.ASPX?id=49&moduleid=17. Retrieved 17 May 2010.

Further reading

· · Video game genres
Action Beat 'em up (Hack and slash) · Fighting game · Platform game · Shooter game (First-person · Light gun · Shoot 'em up · Tactical · Third-person)
Action-adventure Open world (Grand Theft Auto clone · Metroidvania) · Stealth game · Survival horror
Adventure Dating sim · Graphic adventure game (Escape the room) · Interactive fiction · Interactive movie (FMV-based game · Laserdisc game) · Visual novel
Role-playing game Action role-playing game (Hack and slash · Role-playing shooter) · Dungeon crawl (Roguelike) · MUD (MMORPG) · Tactical role-playing game
Simulation Construction and management simulation (Business · City · Government) · Life simulation (Dating sim · Digital pet · God game · Social simulation) · Sports game
Strategy 4X game · Artillery game · Real-time strategy (Tower defense · Dota) · Real-time tactics · Tactical role-playing game · Turn-based strategy · Turn-based tactics · Wargame
Vehicle simulation Flight simulator (Amateur flight sim · Combat flight simulator) · Racing game (Driving simulator · Sim racing) · Space flight simulator · Submarine simulator · Train simulator · Vehicular combat
Other genres Adult game (Eroge) · Advergame · Art game · Christian game · Edugame · Exergame · Maze game · Music game (Rhythm) · Non-game · Party game · Programming game · Puzzle game · Serious game · Traditional game
Related concepts Audio game · Casual game · Indie game · Minigame · Online game (Browser game · MMOG)

Categories: Educational video games | Video game types

 

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