Serious game

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 achieve a desired progress by the player. 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. Other commercial sectors are actively pursuing development of these types of tools as well.

History

Gaming has been used in educational circles since at least the 1900s. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement.[3] (The Back to Basics teaching movement is a change in teaching style that started in the 1970s when students were scoring poorly on standardized tests and exploring too many electives. This movement wanted to focus students on reading, writing and arithmetic and intensify the curriculum.[4]) With the proliferation of computers in the 1980s, the use of educational games in the classroom became popular with titles that included Oregon Trail, Math Blaster, and Number Munchers. Though these games were popular among teachers and students, they were also criticized due to the fact that they did not provide the player with new kinds of learning, and instead provided a “slightly easier-to-swallow version of drill-and-practice” learning.[5]

In the 1990s, newer games such as the Incredible Time Machine and the Dr. Brain series were introduced to challenge kids to think in new ways, apply their current skills, and learn new ones, but these games were unpopular among teachers because it was difficult to map these newer games to their curriculum, especially in a high school setting where in-class time is at a premium. The 1990s also saw the Internet being introduced to schools, which with limited computer resources took precedence over playing games.[6]

The early 2000's 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 system both in the console and hand-held format. 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]

In 2002 another movement had started outside of formal educational sector that was coined as the "serious game movement," which originated from the Woodrow Wilson International Center for Scholars, where David Rejecsk and Ben Sawyer started the initiative. The primary consumer and producer of serious games is the United States Military, which needs to prepare their personnel for enter a variety of environments, cultures, and situations. They need to understand their surroundings, be able to communicate, use new technologies and quickly make decisions.[8] 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.[9] Two other well known serious games that were commissioned by the Army are America’s Army (2002) and Full Spectrum Warrior (2004).

Outside of the government, there is substantial interest in serious games for formal education, professional training, healthcare, advertising, public policy and social change. 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

Development

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.

Advantages to this include:

Research and education

The Game and Learning Alliance (GaLA)[10] is a Network of Excellence on serious games launched by the European Union in October 2010 in the context of technology-enhanced learning. It is in the 7th Framework Programme for research. The network, coordinated by the University of Genoa, involves 31 partners including universities, research centres and leading industries at EU level.

Utrecht University offers an MSc in Game and Media Technology.[11] In England, the University of Salford set up an "MSc in Creative Games" in 2005. Michigan State University in the United States offers a Serious Games MA, a Master of Arts graduate program and graduate certificate in serious game design.[12] The University of Skövde in Sweden offers a Serious Games Master Programme.[13]

Classification

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.[16]

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. ^ Rice, J. W. (2007). Assessing higher order thinking in video games. Journal of Technology and Teacher Education, 15(1), 87. ASSOCIATION FOR THE ADVANCEMENT OF COMPUTING IN. Retrieved from http://www.editlib.org/index.cfm/files/paper_6321.pdf?fuseaction=Reader.DownloadFullText&paper_id=6321
  4. ^ "Education Update"; Back To Basics; Dr. Carole G. Hankin and Randi T. Sachs; 2002
  5. ^ Klopfer E. Augmented Learning : Research and Design of Mobile Educational Games [e-book]. MIT Press; 2008. Available from: eBook Collection, Ipswich, MA. Accessed July 26, 2011.
  6. ^ Klopfer E. Augmented Learning : Research and Design of Mobile Educational Games [e-book]. MIT Press; 2008. Available from: eBook Collection, Ipswich, MA. Accessed July 26, 2011.
  7. ^ Gray, J. H., Bulat, J., Jaynes, C., & Cunningham, A. (2009). LeapFrog learning. Mobile Technology for Children: Designing for Interaction and Learning, , 171.
  8. ^ Klopfer E. Augmented Learning : Research and Design of Mobile Educational Games [e-book]. MIT Press; 2008. Available from: eBook Collection, Ipswich, MA. Accessed July 26, 2011.
  9. ^ Macedonia, M. (2001). Games, simulation, and the military education dilemma. Internet and the University, , 157-167.
  10. ^ http://www.galanoe.eu
  11. ^ http://www.uu.nl/faculty/science/en/education/masterphd/gsons/masterstudents/programmes/gameandmediatechnology/Pages/default.aspx
  12. ^ Serious Game Master's program at Michigan State University
  13. ^ http://www.his.se/segma-english
  14. ^ 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
  15. ^ Gonzalo Frasca of newsgaming.com which denounces the use of violence to resolve the problem of terrorism.
  16. ^ 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
  17. ^ http://www.wired.com/wiredscience/2010/11/phylo-game
  18. ^ "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