Serious Games - an overview

Publication Type  Report
Year of Publication  2007
Authors  Susi,Tarja; Johannesson, Mikael; Backlund, Per
Pages  28
Date  02/2007
Institution  School of Humanities and Informatics, University of Skövde, Sweden
City  Skövde, Sweden
Key Words  serious games; definition; survey; overview; major actors
Abstract  

This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme.

URL  http://www.his.se/upload/19354/HS-%20IKI%20-TR-07-001.pdf

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