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A serious game or applied game is a
game A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
designed for a primary purpose other than pure
entertainment Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousa ...
. The "serious" adjective is generally prepended to refer to
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of
fun Fun is defined by the ''Oxford English Dictionary'' as "Light-hearted pleasure, enjoyment, or amusement; boisterous joviality or merrymaking; entertainment". Etymology and usage The word ''fun'' is associated with sports, entertaining medi ...
and
competition Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, ind ...
.


History

The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Back to Basics teaching movement is a change in teaching style that started in the 1970s after student scores declined on standardized tests and students were alleged to be exploring too many electives. This movement wanted to focus students on reading, writing and arithmetic and intensify the curriculum.)
Clark C. Abt Clark C. Abt is an American researcher born August 31, 1929 in Cologne, Germany. He became an American citizen in 1945, at age 16, and is known for first formalizing the concept and usages of serious games. Biography Abt left Germany for the U ...
is credited for coining the term "serious games" in the 1970s, defined as games that have an "explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement." Abt also recognized that this "does not mean that serious games are not, or should not be, entertaining." The early 2000s saw a surge in different types of educational games, especially those designed for the younger learner. Many of these games were not computer-based but took on the model of other traditional gaming systems both in the console and hand-held formats. In 1999,
LeapFrog Enterprises LeapFrog Enterprises, Inc. (commonly known as LeapFrog) is an educational entertainment and electronics company based in Emeryville, California. LeapFrog designs, develops, and markets technology-based learning products and related content for ...
introduced the LeapPad, which combined an interactive book with a cartridge and allowed kids to play games and interact with a paper-based book. Based on the popularity of traditional hand-held gaming systems like
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards ...
's
Game Boy The is an 8-bit fourth generation handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same t ...
, they also introduced their hand-held gaming system called the Leapster in 2003. This system was cartridge-based and integrated arcade–style games with educational content. Also in the 2000s, educational games saw an expanse into
sustainable development Sustainable development is an organizing principle for meeting human development goals while also sustaining the ability of natural systems to provide the natural resources and ecosystem services on which the economy and society depend. The ...
with titles such as Learning Sustainable Development in 2000 and Climate Challenge in 2006. Other directions for serious video games beyond education began to emerge in the early 2000s, with '' America's Army'' in 2002 as an early example. The game was a
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
developed by the
United States Army The United States Army (USA) is the land service branch of the United States Armed Forces. It is one of the eight U.S. uniformed services, and is designated as the Army of the United States in the U.S. Constitution.Article II, section 2, ...
as a recruitment tool, and later used as an early training tool for new recruits. By 2010, serious games had evolved to incorporate actual economies like ''
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
'', in which users can create actual businesses that provide virtual commodities and services for Linden dollars, which are exchangeable for US currency. In 2015, Project Discovery was launched as a serious game. Project Discovery was launched as a vehicle by which geneticists and astronomers with the University of Geneva could access the cataloging efforts of the gaming public via a mini-game contained within the '' Eve Online''
massively multiplayer online role-playing game A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
(MMORPG). Players acting as citizen scientists categorize and assess actual genetic samples or astronomical data. This data was then utilized and warehoused by researchers. Any data flagged as atypical was further investigated by scientists.


Applications


Health

On the one hand, the health sector includes digital games for the professional area of doctor training, e.g. to train an operation or to impart specialist knowledge, and on the other hand they address the private end user who uses them, for example, as motivation tools for a healthier lifestyle, nutrition or for rehabilitation purposes. In addition, Serious Games can be used as a training measure for patients who acquire knowledge about their clinical pictures and possible therapy options. There is also an increasing use of serious games in health education programs. On 15 June 2020, the
Food and Drug Administration The United States Food and Drug Administration (FDA or US FDA) is a federal agency of the Department of Health and Human Services. The FDA is responsible for protecting and promoting public health through the control and supervision of food ...
approved the first video game treatment, a game for children aged 8–12 with certain types of
ADHD Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterised by excessive amounts of inattention, hyperactivity, and impulsivity that are pervasive, impairing in multiple contexts, and otherwise age-inap ...
called ''EndeavorRx''. It can be downloaded with a prescription onto a mobile device, and is intended for use in tandem with other treatments. Patients play it for 30 minutes a day, 5 days a week, over a month-long treatment plan.


Scientific tool

In 2021, Heather R. Campbell, a graduate student at the University of Kentucky, published her doctoral dissertation, ''Towards a Holistic Risk Model For Safeguarding the Pharmaceutical Supply Chain: Capturing the Human-Induced Risk to Drug Quality''. In this work, Campbell developed a virtual pharmaceutical manufacturing plant and used the flexibility of video games to develop various real-life scenarios. The scenarios were then played by humans under different motivating objectives through a series of experiments. The results allowed Campbell to gather useful information on what might be the next threat to the pharmaceutical supply chain. The results showed promise for video games' future as a scientific data collection tool and was featured in a Bloomberg Prognosis Article.


Exercise therapy

These include serious games that animate the player to
sport Sport pertains to any form of competitive physical activity or game that aims to use, maintain, or improve physical ability and skills while providing enjoyment to participants and, in some cases, entertainment to spectators. Sports can, ...
and movement. For example, hand-eye coordination and upper body muscles can be trained using ''
Wii Sports ''Wii Sports'' is a 2006 sports simulation video game developed and published by Nintendo for the Wii video game console. The 1.0 (pre-release) version of the game was released in North America along with the Wii on November 19, 2006, and t ...
'', regardless of age and physical disabilities, alone or with others. Even simple Jump-'n'-Run games can have an educational purpose, depending on the user. They are partly used in rehabilitation therapies to restore the user's finger mobility, reaction speed and eye-finger coordination.


Politics, culture and advertising

Persuasive games are developed for advertisers, policy makers, news organizations and cultural institutions. They are politically and socially motivated games that serve social communication. They cover areas such as politics, religion, environment, urban planning and tourism. The aim is to lead to create a demand for product due to a generated positive exposure to the product in the game or introduce new ways of thinking through experience.


Security

Serious games in the field of security are aimed at disaster control, the defense sector and recruitment. Public, private and municipal institutions, such as fire brigades, police, Federal Agency for Technical Relief (Technisches Hilfswerk - Germany THW), DRK as well as crisis centres and NGOs benefit from them. Scenarios such as natural disasters, acts of terrorism, danger prevention and emergency care are simulated. Challenges such as acting under time and pressure to succeed can thus be realistically tested with fewer resources and costs. This area formed the second focal point. An example of serious games from this sector is the ''Emergency'' game series or the possibility to explore the response of communities in a game in disaster management. Psychological effect that exist in real life-threatening situation are not realistic in a serious game but the training in a serious game and exposure to the requirements and constraints in disaster management can prepare to a better response of the teams in a real
disaster management Emergency management or disaster management is the managerial function charged with creating the framework within which communities reduce vulnerability to hazards and cope with disasters. Emergency management, despite its name, does not actual ...
case and lead to an improved risk mitigation strategies.


Military games

Games like America's Army are training simulations that are used in the training and recruitment of soldiers. The games try to represent warfare as realistically as possible in order to familiarize users with the dangers, strategies, weapons, tactics and vehicles.


Recruitment games

This type of serious games is intended to bring the user closer to tasks that would otherwise be less in the limelight. Companies try to present and profile themselves through such games in order to attract apprentices and applicants. Future tasks will be presented and carried out in a large context, for example "TechForce", in which various technical areas are combined into an end product with the aim of winning a race.


Product creation games

The aim here is to give the user an understanding of a company's products. The user can test the products in a simulation under real conditions and convince themselves of their functionality. Technical basics, handling and security risks can be taught to the user.


Adult education

Real simulations and simulation games provide the user with the opportunity to gain experience. Actions generated from knowledge can be tested here according to the trial and error principle. Theoretical knowledge can either be acquired beforehand or imparted during the game, which can then be tested in a virtual practice. There is an educational policy interest in the professionalisation of such offers. With the research project NetEnquiry, the Federal Ministry of Education and Research supports a corresponding research project for education and training, implemented here with the focus on mobile learning. In addition, there is an increasing incorporation of serious games within university curricula which students can use to consolidate learning or enhance knowledge. ''The News Game'', with 100 headlines and stories, you guess if real or fake news, testing deduction and current affairs knowledge.


Youth education

The user is given tasks and missions that they can only solve with the knowledge that they will gradually discover during the game. The theoretical aspects of the game are always taught in small quantities at the right time to be able to solve the next task and thus test the theoretical approaches in practice.


Art games

An '' art game'' uses the medium of computer games to create interactive and multimedia art. For the first time, the term was described scientifically in 2002 to emphasize games that attach more importance to art than to game mechanics. Mostly they convince by a special aesthetics and atmosphere and use the interactivity for creativity and the thought stimulation of the player. Art created by or through computer games are also called art games.


See also

*
Brain fitness Brain training (also called cognitive training) is a program of regular activities purported to maintain or improve one's cognitive abilities. The phrase “cognitive ability” usually refers to components of fluid intelligence such as executive ...
* Business game *
Business simulation game Business simulation games, also known as economic simulation games
*
Educational video game An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more ...
* Edutainment * Games and learning *
Game with a purpose A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way ( gamification). Luis von Ahn first proposed the idea of " ...
* Games for Change * Gamification * Gamification of learning * Global warming game *
Innovation game {{One source, date=March 2022 Within qualitative marketing research, the phrase innovation game refers to a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback abo ...
* Intelligent tutoring system * International Simulation and Gaming Association *
Learning object A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective". The term is credited to Wayne Hodgins, and dates from a working group in 1994 bearing the name. The c ...
s * Lego Serious Play *
Reacting games Reacting games are educational role-playing games set in the past, with a focus on student debates about great texts. History Reacting games developed as a genre of experiential education games in the United States in the late 1990s from wo ...
*
Serious Games Showcase and Challenge The Serious Games Showcase and Challenge is a competition and a showcase event that was created to encourage video game developers to create products that are useful for non-entertainment purposes. The annual event made its first appearance as an e ...
* Serious play * State of Play (conference series) *
Technology and mental health issues The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine or eHealth. The use of such technologies as a supplement to mainstream therapies for mental disorders is an em ...
*
Transreality gaming A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In ...


References


Further reading


Joy e as Letrinhas
um Serious Game como ferramenta de auxílio no processo de alfabetização de crianças do ensino fundamental. * Abt, C. (1970). Serious Games. New York: The Viking Press. * * * * *Egenfeldt-Nielsen, Simon
The basic learning approach behind Serious Games
April 2005 *Egenfeldt-Nielsen, Simon
Overview of research on the educational use of video games
March 2006 * * * *Lang, F., Pueschel, T. and Neumann, D. (2009). "Serious Gaming for the Evaluation of Market Mechanisms", Proceedings of the International Conference on Information Systems (ICIS) 2009. * * Reeves, Byron; Reed, J. Leighton (2009)
Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete
Boston: Harvard Business School Publishing. *Routledge, Helen (2015).
Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations
. Palgrave Macmillan. *
The International Journal on Serious Games
a scientific Open Access Journal, first issue January 2014. *Thompson D, Baranowski T, Buday R et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game. Simulation Gaming August 2010 vol. 41 no. 4 587–606. {{DEFAULTSORT:Serious Game Serious game Health and video gaming Political video games Science and culture The arts and politics Video game types