
Serious Games
Serious games (SGs) are a type of video and computer games, similar to that of educational games, but primarily focused on an audience outside of primary or secondary education. Serious games can be of any genre, but the main goal of a serious game is not to entertain, though the potential of games to engage is often an important aspect of the choice to use games as a teaching tool. A serious game is usually a simulation which has the look and feel of a game, but is actually a simulation of real-world events or processes. The main goal of a serious game is usually to train or educate users (though it may have other purposes, such as marketing) while giving them an enjoyable experience. The fact that serious games are meant to be entertaining encourages re-use. While the largest users of SGs are the US government and medical professionals, other commercial sectors are beginning to see the benefits of such simulations and are actively seeking development of these types of tools.
Overview
Long before the term "serious game" came into wide use with the Serious Games Initiative in 2000, games were being developed for non-entertainment purposes. The continued failure of the "edu-tainment" 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, including early work by Henry Jenkins at MIT, and books such as Janet Murray's Hamlet on the Holodeck, 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 2000, 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.
There is no single definition of serious games, though they are generally held to be games used for training, advertising, simulation, or education that are designed to run on personal computers (such as a PC running Microsoft Windows or Linux) or video game consoles (such as the Xbox or PlayStation 2).
Development
The concept of using games for education dates back before the days of computers, but 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. 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 developer's 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.
Outside of the government, there is substantial interest in games for education, professional training, healthcare, advertising and public policy. For example, games from websites such as Newgaming.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
Advantages
Video and computer game developers are accustomed to developing games quickly and are adept at creating games that simulate?to varying degrees?real-world entities such as radar and combat vehicles. Using existing infrastructure, game developers can develop games that simulate battles, processes and events at a fraction of the cost of traditional government contractors.
Traditional simulators usually cost millions of dollars not only to develop, but also to deploy, and generally require the procurement of specialized hardware. The costs of media for serious games is very low. Instead of volumes of media or computers for high-end simulators, SGs require nothing more than a DVD or even a single CD-ROM, exactly like traditional computer and video games require. Deploying these to the field requires nothing more than dropping them in the mail or accessing a dedicated web site.
Finally, while SGs are meant to train or otherwise educate users, they often hope to be engaging. Game developers are experienced at making games fun and engaging as their livelihood depends on it. In the course of simulating events and processes, developers automatically inject entertainment and playability in their applications.
List of serious games
Since serious games are developed for private customers such as the US military and not the public at large, information on them is sometimes hard to come by. But some serious games either completed or in development are listed below.
America's Army (Microsoft Windows, Linux, Mac, Xbox, PS2): leading example of
a serious game
Close Combat: First to Fight (Xbox and Microsoft Windows): Began as a USMC
training game, converted into a commercial game
Crate (Windows): 3D Image Generation library for creating aquatic environments
featuring pixel shaders and accurate physics models
Real War and Real War: Rogue States (Windows): RTS game originally designed as a
military training strategy game before being rejected and becoming a commercial
game.
DARWARS Ambush! Convoy Simulator developed as part of DARPA's DARWARS project,
designed to create low-cost experiential training systems
Full Spectrum Warrior (Xbox): Began as a military training game, converted into
a commercial game
Incident Commander (Microsoft Windows): Game to teach NIMS-compliant incident
management for multiple scenarios, including terrorist attacks, school
shootings, and natural disasters
Pulse!! (Microsoft Windows): Still in development, game to teach lifesaving
techniques to EMT personnel
Interactive Trauma Trainer (Microsoft Windows): Currently under development, a
decision based surgical training tool for the UK MOD.
Trex (Xbox): Tactical simulation which uses satellite data to generate synthetic
urban environments
Serious game developers
BBN, defense contractor working on the DARWARS project
BreakAway Games, developers of Emperor: Rise of the Middle Kingdom, Cleopatra
and Tropico expansions and other games
Cyberlore Studios, Inc.
Destineer Studios
Digitalmill, Inc.
Muzzy Lane Software, Inc.[1]
Forterra, formerly There.com
Serious Games Interactive, developers of Serious Games currently in development
is Global Conflicts:Middle East [2]
TruSim[3], One of the UK's leading serious games developers. A division of Blitz
Games.
Virtual Heroes, Inc., developers of custom scenarios for America's Army for the
U.S. Army
PIXELearning [4], a developer of serious games software engines aimed at
non-technical learning professionals.
External links
- The Serious Game Initiative official website
- The Serious Game Summit official website
- Social Impact Games, a list of over 200 serious games
- BreakAway Game's federal serious games site
- Watercooler games
- DOD Game Community, lists most major games developed for the Department of Defense
- Home of the Underdogs - Edutainment for Adults Collection
- Simulation & Games for Education
- Defence Gaming, Swedish Defence Serious Games Initiative
Articles
- "Proof of Learning: Assessment in Serious Games" from Gamasutra.com
- "Video Games are Serious Business" Wired.com talks with Serb student-resistance leader and developer BreakAway Games about the upcoming game A Force More Powerful.
- "Country's first virtual training space for health care professionals", serious games article on virtual learning space called Pulse!!
- "Let the games begin", serious games article on WashingtonTechnology.com
- "In case of emergency, play video game"