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Serious game. A serious game or applied 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, and politics. [citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem.

Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement. Serious game will sometimes deliberately sacrifice fun and entertainment in order to achieve a desired progress by the player. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment.

Other authors, though, (as Jeffery R. A serious game is not a simulation alone. History[edit] Advergames. Home - GameSalad. Professor/Researcher Kurt Squire on How Video Games Can Encourage Civic Engagement. A Theory of Fun for Game Design. Games: Improving Education. Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource.

More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. Games use new technologies to incorporate principles crucial to human cognitive learning. As Dr. University of Wisconsin education professor Dr. In the Classroom Almost out of necessity, teachers are taking steps today to incorporate computer and video games into learning. Summer Camps. Issue 1102, 2011. Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives.

It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. [more] Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue What is Love? Computer Games and Instruction || Information Age Publishing. There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year.

The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. REVIEWS"Sigmund Tobias and J. "This is an important book that I can highly recommend for both beginning and experienced researchers in this area, and for anyone who has an interest in computer games and their current and future use to enhance the learning process.

" CONTENTSPreface. AiGameDev.com | Your Online Hub for Game/AI. The Art & Business of Making Games. Gabe Zichermann: How games make kids smarter.