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Serious game
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Serious Games or a serious game or applied game is a game designed for a primary purpose other than pure entertainment.[1] The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art.[2] 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".[3] The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.[citation needed]
History
[edit]The use of games in educational circles has been practiced since at least the twentieth century. For example, Lizzie Magie created a game called The Landlord's Game, a predecessor of Monopoly, in 1903.
Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement.[4] (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.)[5] Clark C. Abt 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."[6]
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 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's Game Boy, 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.[7]
Also in the 2000s, educational games saw an expanse into sustainable development with titles such as Learning Sustainable Development in 2000 and Climate Challenge in 2006.[8]
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 developed by the United States Army as a recruitment tool, and later used as an early training tool for new recruits.[9]
By 2010, serious games had evolved to incorporate actual economies[citation needed] like Second Life, 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 (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
[edit]Adult education
[edit]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.[10] In addition, there is an increasing incorporation of serious games within university curricula which students can use to consolidate learning or enhance knowledge.[11]
The News Game, with 100 headlines and stories, you guess if real or fake news, testing deduction and current affairs knowledge.[12][13][14][15]
Art games
[edit]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.[16][17]
Exercise therapy
[edit]These include serious games that animate the player to sport and movement. For example, hand-eye coordination and upper body muscles can be trained using Wii Sports, 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.[18]
Health
[edit]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.[citation needed] There is also an increasing use of serious games in health education programs.[19]
On 15 June 2020, the Food and Drug Administration approved the first video game treatment, a game for children aged 8–12 with certain types of ADHD 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.[20]
Intelligence
[edit]Board games have been used to train employees of intelligence agencies. For example, the Sherman Kent School for Intelligence Analysis, an arm of the Central Intelligence Agency, uses Kingpin: The Hunt for El Chapo, a two-player game where one player represents drug trafficker Joaquín Guzmán and his cartel while the other one plays as law enforcement agencies who aim to capture Guzmán. During a lesson, students play the game twice, once as law enforcement, once as the cartel, and the instructor periodically gives each player useful information. Due to time constraints, the games the CIA uses are not always designed to be played in their entirety. Instead, the goal is to teach the prospective analysts how to figure out which information is useful and when to act on it.[21]
Military games
[edit]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. [citation needed]
Politics, culture and advertising
[edit]
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. [citation needed]
Product creation games
[edit]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.
Recruitment games
[edit]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.
Scientific tool
[edit]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.[22] 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.[23]
Security
[edit]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 case and lead to an improved risk mitigation strategies.[citation needed]
Youth education
[edit]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.[citation needed]
See also
[edit]- Brain fitness
- Business game
- Business simulation game
- Educational video game
- Edutainment
- Games and learning
- Game with a purpose
- Games for Change
- Gamification
- Gamification of learning
- Global warming game
- Innovation game
- Intelligent tutoring system
- International Simulation and Gaming Association
- Learning objects
- Lego Serious Play
- List of educational video games
- Reacting games
- Serious Games Showcase and Challenge
- Serious play
- Technology and mental health issues
- Transreality gaming
References
[edit]- ^ Djaouti, Damien; Alvarez, Julian; Jessel, Jean-Pierre. "Classifying Serious Games: the G/P/S model" (PDF). Retrieved 26 June 2015.
- ^ "Serious Games". cs.gmu.edu. Retrieved 26 June 2015.
- ^ Lugmayr, Artur; Suhonen, Jarkko; Hlavacs, Helmut; Montero, Calkin; Suutinen, Erkki; Sedano, Carolina (2016). "Serious storytelling - a first definition and review". Multimedia Tools and Applications. 76 (14): 15707–15733. doi:10.1007/s11042-016-3865-5. S2CID 207219982.
- ^ Rice, J. W. (2007). "Assessing higher order thinking in video games" (PDF). Journal of Technology and Teacher Education. 15 (1): 87. Archived from the original on June 27, 2015.
- ^ "Education Update"; Back To Basics; Dr. Carole G. Hankin and Randi T. Sachs; 2002
- ^ Djaouti, Damien; Alvarez, Julian; Jessel, Jean-Pierre; Rampnoux, Olivier (2011). "Origins of Serious Games" (PDF). Serious Games and Edutainment Applications. Springer. pp. 25–43. doi:10.1007/978-1-4471-2161-9_3. ISBN 978-1-4471-2160-2.
- ^ Gray, J. H.; Bulat, J.; Jaynes, C.; Cunningham, A. (2009). "LeapFrog learning". Mobile Technology for Children: Designing for Interaction and Learning. By A. Druin. Morgan Kaufmann. p. 171. ISBN 9780080954097.
- ^ Katsaliaki, Korina; Mustafee, Navonil (2012-12-09). "A survey of serious games on sustainable development". Wsc '12. Winter Simulation Conference. pp. 136:1–136:13.
- ^ Zyda, Michael (2005). "From visual simulation to virtual reality to games". Computer. 38 (9): 25–32. doi:10.1109/MC.2005.297. S2CID 19105209.
- ^ project page Netenquiry. Website of the project coordinator cevet - centre for vocational education and training. Retrieved 7 November 2013.
- ^ Moro, Christian; Phelps, Charlotte; Stromberga, Zane (2020-08-14). "Utilizing serious games for physiology and anatomy learning and revision". Advances in Physiology Education. 44 (3): 505–507. doi:10.1152/advan.00074.2020. ISSN 1043-4046. PMID 32795126.
- ^ "The News Game". I Want One Of Those. Archived from the original on 2022-05-17. Retrieved 15 December 2022.
- ^ "The News Game Political Edition". SOWIA. 14 December 2022. Archived from the original on 2022-12-14. Retrieved 15 December 2022.
- ^ Parrish, James (14 September 2017). "Autumn Fair 2017". Blog. Paladone. Retrieved 15 December 2022.
- ^ "The News Game". BoardGameGeek. Retrieved 15 December 2022.
- ^ Holmes, Tiffany. "Arcade Classics Spawn Art? Current Trends in the Art Game Genre" (PDF). Archived from the original (PDF) on 2013-04-20. Retrieved 2019-03-08.
- ^ Chris Schilling (2009-07-23), "Art house video games", Daily Telegraph (in German), ISSN 0307-1235, retrieved 2019-03-08
- ^ The Seriousness of Life.
- ^ Moro, Christian; Stromberga, Zane (2020). "Enhancing variety through gamified, interactive learning experiences". Medical Education. 54 (12): 1180–1181. doi:10.1111/medu.14251. ISSN 1365-2923. PMID 32438478.
- ^ Naomi Thomas and Amy Woodyatt (16 June 2020). "Children with ADHD can now be prescribed a video game, FDA says". CNN. Retrieved 18 June 2020.
- ^ Hall, Charlie (22 June 2017). "The art and craft of making board games for the CIA". Polygon. Retrieved 29 August 2024.
- ^ Campbell, Heather R. (2021). Towards a Holistic Risk Model For Safeguarding the Pharmaceutical Supply Chain: Capturing the Human-Induced Risk to Drug Quality (PhD dissertation). University of Kentucky. doi:10.13023/etd.2021.374.
- ^ Edney, Anna (7 November 2021). "A Video Game Only A Pharmacist Could Love Ferrets Out Drug Fraud: Health professionals build a tool inspired from war-gaming technology to predict drug company behavior". Bloomberg.
Further reading
[edit]- 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.
- Aldrich, Clark (2009). The Complete Guide to Simulations and Serious Games. Pfeiffer. p. 576. ISBN 978-0-470-46273-7.
- Anderson, E. F.; McLoughlin, L.; Liarokapis, F.; Peters, C.; Petridis, P.; de Freitas, S. (2009), Serious Games in Cultural Heritage, VAST-STAR, Short and Project Proceedings, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (Eurographics VAST '09), Faculty of ICT, University of Malta, pp. 29–48
- Baranowski, T; Buday, R; Thompson, DI; Baranowski, J (January 2008). "Playing for real: video games and stories for health-related behavior change". American Journal of Preventive Medicine. 34 (1): 74–82. doi:10.1016/j.amepre.2007.09.027. PMC 2189579. PMID 18083454.
- Digitalarti Mag #0 (2009). Serious Game (PDF). pp. 24–25. Archived from the original (PDF) on 2011-07-10. Retrieved 2010-01-13.
{{cite book}}: CS1 maint: numeric names: authors list (link)^ - Dörner, Ralf; Göbel, Stefan; Effelsberg, Wolfgang; Wiemeyer, Josef, eds. (2016). Serious Games: Foundations, Concepts and Practice. Springer Cham. doi:10.1007/978-3-319-40612-1. ISBN 978-3-319-40612-1.
- 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
- Graafland, M.; Schraagen, J. M.; Schijven, M. P. (2012). "Systematic review of serious games for medical education and surgical skills training". British Journal of Surgery. 99 (10): 1322–1330. doi:10.1002/bjs.8819. PMID 22961509. S2CID 36126192.
- Mouaheb, Houda; Fahli, Ahmed; Moussetad, Mohammed; Eljamali, Said (2012). "The Serious Game: What Educational Benefits?". Procedia - Social and Behavioral Sciences. 46: 5502–5508. doi:10.1016/j.sbspro.2012.06.465.
- Jalink, Maarten B.; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E.N.; Ten Cate Hoedemaker, Henk O. (2014). "The effects of video games on laparoscopic simulator skills". The American Journal of Surgery. 208 (1): 151–156. doi:10.1016/j.amjsurg.2013.11.006. PMID 24814309.
- 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.
- Mettler, Tobias; Pinto, Roberto (2015). "Serious Games as a Means for Scientific Knowledge Transfer—A Case from Engineering Management Education" (PDF). IEEE Transactions on Engineering Management. 62 (2): 256–265. doi:10.1109/TEM.2015.2413494. S2CID 36568500.
- 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.
- Shanahan, Dr (December 2012). "Winners and Learners: Classroom Discourse Surrounding Educational Game-Play". SSRN 2393509.
{{cite web}}: Missing or empty|url=(help) - 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.
Serious game
View on GrokipediaDefinition and Characteristics
Core Definition and Purpose
A serious game is defined as a game or simulation designed for purposes other than pure entertainment, with primary objectives centered on education, training, persuasion, skill acquisition, or behavioral modification.[13] The term was introduced by Clark C. Abt in his 1970 book Serious Games, where he described such applications as structured contests employing rules and feedback to address real-world problems, emphasizing instruction and problem-solving over amusement.[14] Abt's conceptualization highlighted games' capacity to model complex systems, foster decision-making under uncertainty, and simulate outcomes in fields like policy analysis and operations research, drawing from non-digital precursors such as military wargames and business simulations.[15] The core purpose of serious games lies in harnessing intrinsic motivational elements—such as challenge, progression, and immediate feedback—common to all games, but redirecting them toward measurable non-recreational goals.[16] Unlike entertainment-focused games, where enjoyment serves as the endpoint, serious games prioritize causal linkages between gameplay and external outcomes, such as improved procedural knowledge or attitude shifts, often validated through empirical pre- and post-intervention assessments.[17] This instrumental approach enables applications in diverse domains: military simulations for tactical rehearsal since the mid-20th century; healthcare training to enhance clinical decision-making, with studies reporting up to 20-30% gains in retention over traditional methods; and public policy tools for exploring socioeconomic dynamics without real-world costs.[18] Empirical evidence underscores that effective serious games balance engagement with fidelity to underlying causal mechanisms, avoiding dilution of purpose through excessive gamification that prioritizes fun over veridical representation.[19] For instance, randomized controlled trials in educational settings have demonstrated serious games outperforming lectures in knowledge transfer by factors of 1.5-2.0, attributable to active learning cycles rather than passive consumption.[20] This purpose-driven framework distinguishes serious games as tools for scalable, experiential learning, grounded in first-principles of human cognition and systems modeling, rather than ancillary diversions.[21]Distinguishing Features from Entertainment Games
Serious games differ fundamentally from entertainment games in their core objectives, where the former prioritize extrinsic outcomes such as learning, skill development, training, or attitude change over pure amusement.[19] [22] Entertainment games, by contrast, focus primarily on immersion, escapism, and hedonic pleasure, with success measured by player retention and satisfaction rather than verifiable non-recreational impacts.[23] This distinction traces to the foundational framing of serious games as applications that "go beyond entertainment," integrating purposeful content while potentially retaining engaging mechanics as a secondary means to sustain involvement.[19] [24] In terms of design principles, serious games embed domain-specific knowledge or behaviors directly into gameplay rules, challenges, and feedback systems, ensuring that player actions advance intended goals like cognitive mastery or procedural proficiency.[25] [16] Entertainment games, however, optimize mechanics for intrinsic motivation through elements like narrative depth, aesthetic appeal, and competitive balance, without mandating alignment to external criteria.[23] Developers of serious games often collaborate with subject-matter experts to validate content fidelity, adapting entertainment-derived tropes—such as progression loops or multiplayer dynamics—to serve pedagogical or applicative ends, though this can introduce trade-offs in polish or replay value.[26] [3] Evaluation frameworks further delineate the two: serious games undergo assessment via dual lenses of engagement (e.g., playtime metrics) and efficacy (e.g., pre/post-tests for knowledge gains or behavioral shifts), with empirical validation required to substantiate claims of impact.[22] [17] Entertainment games lack this rigor, relying instead on market indicators like sales figures or user reviews centered on enjoyment.[23] While overlap exists—serious games can yield incidental fun, and some entertainment titles are repurposed for learning—the intentional subordination of recreation to utility remains the defining boundary, as evidenced in taxonomies positioning serious games along a continuum from pure play to instrumental application.[3] [27]| Aspect | Serious Games | Entertainment Games |
|---|---|---|
| Primary Goal | Extrinsic (e.g., education, training) | Intrinsic (enjoyment, escapism)[22] [23] |
| Content Integration | Domain knowledge embedded in mechanics | Narrative/aesthetics drive experience[25] [16] |
| Target Audience | Specific (e.g., trainees, learners) | Broad consumer base[26] |
| Success Metrics | Engagement + outcome efficacy (e.g., skill tests) | Fun, retention, sales[17] [24] |
Key Design Principles
Serious games prioritize the integration of engaging gameplay mechanics with targeted non-entertainment objectives, such as skill acquisition or behavioral change, requiring designers to balance intrinsic motivation from fun elements with extrinsic goals like learning outcomes.[25] A core principle is tailoring challenges to players' abilities, ensuring adaptive difficulty that matches skill levels to maintain engagement without overwhelming or under-challenging participants, which supports sustained flow and effective knowledge transfer.[25] [28] Authenticity in design simulates real-world contexts and tasks, providing immersive environments that mirror professional or practical scenarios to foster transferable competencies, such as cognitive problem-solving or motor skills, with studies showing high efficacy in 83-100% of cases across reviewed applications.[29] Feedback mechanisms, including immediate progress indicators like points or dashboards, guide player actions and reinforce learning without disrupting immersion, appearing in 42% of analyzed serious games for domains like medical training.[5] [29] Narrative elements, such as storylines, enhance engagement by embedding educational content within compelling scenarios, promoting analogical reasoning and retention, while principles of player-centered design account for individual motivations and learning styles through elements like autonomy-supporting choices and rewards for positive behaviors.[5] [25] Instructional alignment ensures gameplay mechanics directly support pedagogical models, incorporating clear goals, sense of control, and rewarding experiences to achieve flow states that optimize educational impact.[28] [25] Iteration and playtesting refine these components, drawing from entertainment frameworks to interconnect mechanics, aesthetics, and dynamics for holistic efficacy.[25]Historical Development
Origins in Simulations and Early Concepts (Pre-1970)
The origins of serious games trace back to manual and mechanical simulations designed for military training and strategic decision-making, predating digital technologies. In 1812, Prussian army lieutenant Georg Leopold von Reisswitz developed Kriegsspiel, a tabletop wargame using topographic maps, dice, and wooden blocks to replicate battlefield tactics and uncertainties of combat.[30] This simulation was officially adopted by the Prussian General Staff in 1824 under the direction of Lieutenant Colonel Helmuth von Moltke, enabling officers to practice maneuvers without risking lives or resources, and influencing victories in the Austro-Prussian War of 1866 and Franco-Prussian War of 1870–1871.[31] Such exercises emphasized experiential learning through role-playing and probabilistic outcomes, establishing core principles of simulations as tools for skill acquisition and scenario testing. Aviation training advanced simulation concepts in the early 20th century with mechanical devices mimicking flight dynamics. In 1929, Edwin A. Link invented the Link Trainer, an electromechanical cockpit simulator using pneumatic systems and a motion platform to replicate instrument flying conditions, addressing the limitations of weather-dependent real-aircraft training.[32] By the 1930s, over 100 units were in use by U.S. civilian flight schools, and during World War II, more than 500,000 Allied pilots received training on Link devices, reducing accident rates by providing safe repetition of emergency procedures.[33] These simulators demonstrated the efficacy of abstracted, repeatable environments for building procedural expertise, bridging manual wargames and later computational models. Post-World War II developments extended simulations to business and management training, adapting game mechanics for economic decision-making. In 1956, the American Management Association introduced the Top Management Decision Simulation, a manual board-based exercise where teams managed virtual companies through resource allocation and market interactions, used to teach executives strategic planning.[34] Concurrently, early computer-assisted simulations emerged; the Monte Carlo method, devised in 1946 by Stanislaw Ulam and John von Neumann at Los Alamos National Laboratory, employed random sampling to model neutron diffusion in atomic bomb design, proving simulations' value in handling probabilistic systems intractable by analytical means.[35] These non-entertainment applications highlighted simulations' role in fostering decision-making under uncertainty, laying foundational concepts for purpose-driven gaming. By the 1960s, simulations permeated education and industry, with institutions like the RAND Corporation developing scenario-based exercises for policy analysis and crisis management.[36] For instance, business schools adopted computer-run models such as the 1957 RAND Monopologs, text-based games simulating market competition to train analysts in game theory applications.[37] These precursors emphasized fidelity to real-world causal mechanisms over amusement, prioritizing empirical validation through iterative playtesting and outcome measurement, which informed the structured environments of later serious games.Formalization and Expansion (1970s–1990s)
The concept of serious games was formalized in 1970 with the publication of Clark C. Abt's book Serious Games, which defined them as structured activities designed to achieve specific non-entertainment objectives such as education, training, policy analysis, or systems research, emphasizing explicit purposes beyond mere amusement.[38] Abt, a simulation analyst, drew from his development of board and card games like T.E.M.P.E.R., used by U.S. military officers for Cold War scenario planning and decision-making exercises.[39] This work built on earlier simulation traditions but marked a deliberate shift toward intentional game design for real-world problem-solving, influencing subsequent applications in government and corporate training. In the 1970s, expansion occurred primarily through early digital educational titles enabled by minicomputers and emerging personal computing. The Oregon Trail, released in 1971 by Don Rawitsch, Bill Heinemann, and Paul Dillenberger for the PLATO system, simulated 19th-century westward migration to teach history, decision-making, and resource management, reaching thousands of students via educational networks.[40] Similarly, Lemonade Stand (1979) introduced business economics concepts through simulated operations, demonstrating games' potential for skill-building in constrained computational environments. Military domains saw parallel growth, with simulations adapting arcade-style mechanics; for instance, Atari's Battlezone (1980) was modified into the Bradley Trainer for U.S. Army tank gunnery practice, incorporating vector graphics for realistic terrain navigation and targeting.[41] The 1980s and 1990s witnessed broader proliferation as affordable microcomputers like the Apple II and IBM PC facilitated wider distribution and complexity. Educational examples included Reader Rabbit (1983) for literacy and Where in the World Is Carmen Sandiego? (1985), which engaged players in geography and deduction via Broderbund's releases, amassing millions of users in schools.[40] SimCity (1989) by Will Wright exemplified urban planning simulation, allowing experimentation with city management principles and influencing policy discussions. In training, Microsoft Flight Simulator (first released 1982, iterated through the decade) evolved into a tool for aviation instruction, with version 5.0 (1993) earning Federal Aviation Administration endorsement for instrument rating preparation.[42] Research during this period, including over 900 identified serious games from 1980 to 2002, stratified applications across domains, though adoption remained niche due to limited graphics and accessibility compared to entertainment titles.Digital Proliferation and Mainstream Adoption (2000s–Present)
The early 2000s marked a pivotal shift toward digital dissemination of serious games, enabled by widespread internet access and free online distribution models. In July 2002, the United States Army released America's Army, a multiplayer first-person shooter designed to communicate military values, foster interest in service, and simulate basic training experiences, achieving over 8 million downloads within its first two years and influencing recruitment efforts more effectively than traditional advertising in some metrics.[43] This game's success highlighted the scalability of digital platforms for serious purposes, transitioning simulations from niche hardware to accessible PC-based formats. Concurrently, in 2002, game developer Ben Sawyer co-founded the Serious Games Initiative under the Woodrow Wilson International Center for Scholars, which promoted interdisciplinary collaboration to expand games' applications in policy, education, and health, coining and popularizing the "serious games" framework in academic and industry discourse.[44] By the mid-2000s, serious games proliferated across sectors, with applications in corporate training projected to reach 40 percent adoption among U.S. companies by 2008, driven by cost efficiencies and engagement advantages over conventional methods. Educational titles integrated into curricula, such as simulations for environmental awareness like Darfur is Dying (2006), which engaged over 1 million users in raising awareness of the Darfur conflict through role-playing refugee scenarios. Military and health domains saw parallel growth, with games like Peacemaker (2007) simulating Israeli-Palestinian negotiations to teach diplomacy, downloaded hundreds of thousands of times and used in university courses. These developments coincided with the rise of web-based and early mobile platforms, reducing development barriers and enabling broader experimentation. The 2010s accelerated mainstream adoption through smartphones, cloud computing, and emerging technologies like virtual reality, expanding serious games into personalized learning and therapeutic interventions. Corporate sectors increasingly deployed gamified training, while health applications, such as diabetes management simulations, demonstrated measurable outcomes like improved patient adherence. By 2020, the global serious games market was valued at approximately $5.94 billion, reflecting digital infrastructure's role in scaling deployments amid remote learning demands during the COVID-19 pandemic.[45] Ongoing proliferation into the 2020s includes VR-enhanced military simulations and AI-integrated educational tools, with market projections estimating growth to $32.72 billion by 2030, underscoring sustained institutional integration despite varying empirical validation of efficacy across applications.[45]Design and Technological Foundations
Essential Mechanics and Gamification Elements
Essential mechanics in serious games encompass the foundational rules, objectives, and interactive systems that govern player actions and progression, deliberately aligned with non-entertainment goals such as skill acquisition or behavioral change. These include challenge structures that present progressively difficult tasks to foster mastery, feedback loops providing immediate reinforcement or correction to guide learning, and resource management systems simulating real-world constraints to encourage strategic decision-making.[46][47] Unlike purely recreational games, these mechanics prioritize causal linkages between gameplay actions and targeted outcomes, often employing branching narratives or simulation-based interactions to mirror domain-specific processes, as seen in military training simulations where decision trees replicate tactical scenarios.[48] Gamification elements extend these mechanics by incorporating motivational affordances drawn from game design, such as points systems that quantify achievements to track progress, badges as symbolic rewards for milestone completions, and leaderboards to induce social comparison and competition.[5] Levels and progression tiers provide structured advancement, unlocking new content contingent on demonstrated competence, while narrative storylines contextualize mechanics to enhance immersion and retention of educational material.[5] Frameworks like LM-GM facilitate integration by mapping game mechanics (e.g., quests or puzzles) to learning mechanics (e.g., problem-solving or collaboration), ensuring elements like rapid feedback and fairness amplify engagement without compromising instructional fidelity.[49]- Points and Scoring: Accumulate to reflect performance metrics, often tied to objective criteria like accuracy or efficiency in tasks.[50]
- Feedback Mechanisms: Real-time indicators of success or error, crucial for iterative improvement in skill-based domains.[50]
- Challenges and Quests: Goal-oriented tasks that scaffold complexity, promoting deliberate practice aligned with Bloom's taxonomy levels.[46]
- Role-Playing and Avatars: Allow embodiment of professional roles, enhancing empathy and perspective-taking in therapeutic or vocational applications.[51]
Technological Tools and Platforms
Serious games primarily utilize adapted commercial game engines to facilitate development, providing capabilities for graphics rendering, physics simulation, and interactive environments tailored to educational or training goals. A survey of frameworks and engines highlights Unity and [Unreal Engine](/page/Unreal Engine) as dominant choices, with Unity favored for its cross-platform compatibility and scripting ease, enabling deployment on PC, mobile, and consoles.[54] [Unreal Engine](/page/Unreal Engine) excels in high-fidelity visuals and real-time rendering, supporting complex simulations in domains like military training.[54] These engines, originally designed for entertainment, are repurposed for serious applications due to their maturity and extensive asset libraries, though developers often integrate custom modules for assessment and data tracking.[55] Specialized authoring tools streamline creation for non-programmers, particularly in educational contexts, by offering drag-and-drop interfaces and pre-built templates for gamified learning scenarios. Tools like ITyStudio support 2D and 3D simulations with multimedia integration, allowing educators to embed quizzes and branching narratives without deep coding expertise.[56] VTS Editor incorporates AI-assisted scenario design for training modules, facilitating rapid prototyping of serious games focused on skill acquisition.[57] Such platforms reduce development barriers, enabling domain experts to contribute directly to content while leveraging underlying engines for interactivity.[58] Emerging platforms emphasize virtual and augmented reality integrations, enhancing immersion in serious games for health and therapy applications. Unity's VR/AR toolkits, compatible with devices like Oculus Quest and Microsoft HoloLens, enable spatial simulations that promote behavioral change through embodied experiences.[59] Open-source simulations, such as OpenTTD, serve as accessible platforms for economic and logistics training, modifiable via community tools for custom serious game scenarios.[60] Cross-platform engines like Marmalade support mobile serious games for health, optimizing performance across iOS and Android for scalable interventions.[61] These technologies prioritize modularity to accommodate empirical validation and iterative design based on user outcomes.Evaluation Metrics for Serious Games
Evaluation of serious games requires metrics that capture both playful engagement and purposeful outcomes, such as skill acquisition or behavioral change, distinguishing them from pure entertainment assessments focused on enjoyment alone. Common frameworks adapt training evaluation models to account for games' interactive nature, emphasizing empirical measurement through pre- and post-intervention designs, control groups, and mixed qualitative-quantitative methods.[62] One widely applied structure is Kirkpatrick's four-level model, originally developed for training programs in 1959 and extended to serious games to evaluate progression from immediate reactions to long-term impacts.[63] [62]| Kirkpatrick Level | Description | Typical Metrics and Methods |
|---|---|---|
| Level 1: Reaction | Assesses players' subjective satisfaction, enjoyment, and perceived usability immediately after play. | Surveys (e.g., Likert scales for fun and motivation), questionnaires on user experience, and analytics for session completion rates.[62] |
| Level 2: Learning | Measures knowledge or skill gains attributable to the game. | Pre- and post-tests, quizzes on domain-specific content, and performance logs tracking in-game achievements against learning objectives.[62] |
| Level 3: Behavior | Evaluates application of learned skills in non-game contexts. | Observations of real-world tasks, simulations outside the game, or self-reported behavioral changes via follow-up assessments, often challenged by confounding variables.[62] |
| Level 4: Results | Gauges broader organizational or societal benefits, such as return on investment or policy impacts. | Cost-benefit analyses, longitudinal studies on outcomes like reduced errors in training scenarios, or metrics on scalability and adoption rates.[62] |
