Serious Games - An Overview

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Tarja Susi (tarja.susi@his.se)Mikael Johannesson (mikael.johannesson@his.se)Per Backlund (per.backlund@his.se)2007-02-05Technical Report HS- IKI -TR-07-001School of Humanities and InformaticsUniversity of Skövde, Sweden

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Abstract

Serious Game

(digital) games used for purposes other than
mere entertainment

allow learners to experience situations that are impossible in the real world for reasons of safety,cost, time, etc

market

military games

government games

educational games

corporate games

healthcare games

Developing Industrial Strategies through Innovative Cluster and Technologies

Serious games Cluster and Business Network (SER3VG)

Introduction

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Serious Games Initiativehttp://www.seriousgames.org/

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Intro

what the concept itself actually means

serious games are (digital) games used for purposes other
than mere entertainment

the claimed positive effects of such games, or of applications from related and sometimes overlapping areas such as elearning, edutainment, game-based learning, and digital game-based learning.

the actors involved

Serious Games and Related Concepts

E-learning

a rather general concept that refers to computer enhanced
learning, computer-based learning, interactive technology, and commonly, distance learning

Edutainment

Game-based learning (GBL)

a branch of serious games that deals with
applications that have defined learning outcomes

Digital game-based learning (DGBL)

based on two key premises

the thinking patterns of learners

this generation has experienced a
radically new form of computer and video game play

The Concept of Serious Games

how educational technologists will respond to the “digital native speakers”

games should be fun first and then should encourage learning.

Michael and Chen (2006, p.21)

games that do not have
entertainment, enjoyment, or fun as their primary purpose

PIXELearning (PIXELearning.com, 2006-11-14)

The use of computer game and simulation approaches and/or technologies for primarily nonentertainment purposes

several elements that contribute to players’ engagement

fun

play which leads to intense and passionate involvement

goals that motivate

rules that provide structure

games should be engaging and motivating

serious games is here defined as games that engage the user, and contribute to the achievement of a defined purpose other than pure entertainment (whether or not the user is consciously aware of it).

Games & Serious Game

the purposes of The Serious Games Showcase and Challenge (sgschallenge.ist.ucf.edu),

the 2006 I/ITSEC Conference (Interservice/Industry Training, Simulation and Education Conference)

Entries will be considered a game if they involve an assigned challenge and employ a compelling form of positive and/or negative reward system.

Entries will be considered a serious game if they use the gaming attributes described above to overcome a designated problem or deficiency, and provide appropriate feedback
to the user about their efforts

the model or simulation can be used to solve a problem, than providing “rich experiences” of the kind sought by hardcore gamers.

Differences between entertainment games and serious games

Differences between entertainment games and serious games

“Serious Games: A Broader Definition” (lostgarden.com)

serious games be categorised into

Games

applications focused on learning, simulation and fun.

3D applications

applications that use 3D game technology and techniques to solve business problems.

Serious Game Definition

“Serious Games: The application of gaming technology, process, and design to the solution of problems faced by businesses and other organizations. Serious games promote the transfer and cross fertilization of game development knowledge and techniques in traditionally non-game markets such as training, product design, sales, marketing, etc.”

summarise

with the use of games and gaming
technology

for purposes other than mere entertainment or “fun”

include education, training, health, etc

fun and entertainment are key components

Advantages of Games and Serious Games

games can support the development of a number of different skills

analytical and spatial skills

strategic skills

insight, learning and recollection capabilities

psychomotor skills

visual selective attention

Overview of examples on reported effects

Overview of examples on reported effects

why games are effective

learning takes place within a context that is meaningful to the game

learning in a meaningful and relevant context is more effective than outside that context

Application Areas

Intro

currently the US government and medical professionals

the core segments of serious games (www.seriousgamessummit.com).

Military Games

Chaturanga from India and the Chinese Wei Hei

“commercial off-the-shelf” components

examples

TacOps

Brigade Combat Team

Decisive Action

Harpoon 3

WarCraft

Doom

Close Combat

Operation flashpoint

Army Battlezone

America’s Army(americasarmy.com)

Government Games

crisis management

Educational Games

edutainment

skilland-drill interactive learning paradigms towards situational and constructionist approaches

Games can support development of a number of various skills: strategic thinking, planning, communication, collaboration, group decision making, and negotiating skills

concerns to consider in order to realise the full potential of games as educational tools

resources

how to identify the relevance of a game to statutory curricula

difficulty in persuading school stakeholders to the potential benefits of computer games

Corporate Games

people skills

job-specific skills

organisation skills

communication skills

strategy skills

assessment methodologies

Healthcare Games

Physical fitness (“exergaming”)

Dance Dance Revolution

Education in health/self-directed care

Hungry Red Planet
(www.hungryredplanet.com),

Nanoswarm: Invasion from Inner Space

Escape from Dian

Distraction therapy

Recovery and rehabilitation

Training and simulation

Diagnosis and treatment of mental illness/mental conditions

S.M.A.R.T BrainGames
(www.braingames.com),

Full Spectrum Warrior
(www.fullspectrumwarrior.com)

Cognitive functioning

Control

political, religious and art games

Actors in the Serious Games Market

United States

Serious Games Initiative (SGI)
www.seriousgames.org/about2.html

GVU Center,Georgia Institute of Technology (www.gatech.edu/)

The Virtual Worlds Lab

Fire Department Training

Edu

the Center for Research on Learning and
Technology (CRLT),Indiana University (http://crlt.indiana.edu/)

The Education Arcade(http://educationarcade.org/about)

the Massachusetts Institute of Technology (MIT)

the University of Wisconsin-Madison

proj

Learning Games to Go

The Comparative Media Studies Program at MIT

Civilization III

Biohazard: Hot zone

The Stanford Center for Innovations in Learning (SCiL), at the Stanford University
(http://scil.stanford.edu/news/game4-06.htm),

proj

Gaming to Learn

The Triple A Game Show

modeling and simulation

The Institute for Simulation and Training (IST) at the University of Central Florida (www.ist.ucf.edu/projects.htm)

the Department of Applied Research & Technology (DART)
(www.ist.ucf.edu/dart/dartlab.htm)

evaluation of virtual environment teamwork
training and animation studies

the Media Convergence Lab

explores ways to integrate entertainment, training and simulation

proj

Mr Mout

The Medical Emergencies Simulation Lab

psychology

the Ackoff Center for Advancement of Systems Approaches (ACASA) at the Penn University of Pennsylvania (www.acasa.upenn.edu/),

Heart Sense Game

Virtual Environments and Simulation Institute (MOVES) at the Naval Postgraduate School (www.nps.navy.mil/moves/)

Canada

The Montreal GameCODE Project:
Cultures of Digital Environments

the Concordia University (Montreal;
www.gamecode.ca/)

Edu

the Simon Fraser University – School of
Interactive Arts and Technology (SIAT) (www.siat.sfu.ca/).

Simulation and Advanced Gaming Environments for Learning” (SAGE)

HealthSimNet

Advanced Gaming Technology for Training Business Majors

the Digital Media Laboratory and the Red Crow College

I'powahsin Project

The Turtle Island

United Kingdom

the Serious Games Institute (SGI) (managed by Coventry University Enterprises Ltd., in partnership with the Warwick University; www.coventry.ac.uk/newthinking/html/serious.htm)

Human Interface Technologies (HIT) the University of Birmingham (www.iecs.bham.ac.uk/hit/sg.htm)

medical simulation

serious games.the Birmingham Serious Games Team

health

Interactive Trauma Trainer

Pulse!!

Post-Traumatic Stress Disorder

training

Part-Task Training for the Royal Navy’s Dillon Minigun

Alchemy 1 & 2 Unmanned Vehicle (Land/Air) Demonstrators

the University of Sheffield, the Computer Graphics Research Group (www.shef.ac.uk/dcs/research/groups/graphics)

Serious Games: Engaging Training Solutions

Teaching with games

Astroversity

in collaboration with the International Centre for Digital Content, ICDC, at the John Moores University (www.ljmu.ac.uk/)

Iya-ola

in collaboration with Attic Media

Norway

The Foundation for Scientific and Industrial Research at the Norwegian Institute of
Technology (SINTEF)(www.sintef.no/content/page3____226.aspx)

“Providing Real Integration in Multidisciplinary Environments” (PRIME)

Denmark

The Center for Computer Games Research, at the IT University of Copenhagen (http://game.itu.dk/)

Educational potential of
commercial game technology

Serious Games Interactive

Global conflict; Palestine

Finland

The Agora Center/Agora Game Lab, at the University of Jyväskylä (www.jyu.fi/en/research/units/)

Gameli

Germany

the Otto-von-Guericke University (http://games.cs.uni-magdeburg.de/index.php?id=
forschung&L=2)

the Group for Graphical and Interactive Techniques in Computer Games

Playful Learning – Learning Environments for Children

the Workgroup Computer Games

Sweden

Defence Gaming (www.defencegaming.org/)

the Swedish Defence Materiel Administration (FMV), the Swedish Defence Research Agency (FOI) and the Swedish National Defence College (FHS)

Foreign Ground - A Digital Game for Decision Making in Foreign Cultures

in collaboration with the Technical
University of Luleå, www.ltu.se/ske/d1139/1.613

Geospecific Terrain for 3D-engines

Computer Games as a Base for Training Simulators

The InGameLab, at the University of Skövde

Spel & Trafiksäkerhet” (Sp&Ts) (“Games & Traffic safety”),

Serious Games Cluster and Business Network

(in collaboration with the University of Coventry

FireFighter

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