Classifying Serious Games: The G/P/S Model

The purpose of this chapter is to introduce an overall classification system for Serious Games. The intention of this classification is to guide people through the vast field of Serious Games by providing them with a general overview. For example, it may appeal to teachers who wish to find games with strong educational potential though they may be outside the “edugames” field. We will start by discussing the definition of Serious Games, and define them as having a combination of “serious” and “game” aspects. This theoretical framework will be used to review previous classification systems and discuss their limitations. We will then introduce a new classification that addresses a number of these limitations: the G/P/S model. This classifies games according to both their “serious-related” and “game-related” characteristics, and combines the strengths of several previous classification systems.

[1]  Clark C. Abt,et al.  Serious games , 2016, Springer International Publishing.

[2]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[3]  Jesper Juul Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .

[4]  Henry Jenkins,et al.  From Serious Games to Serious Gaming , 2009 .

[5]  Ernest Adams,et al.  Andrew Rollings and Ernest Adams on Game Design , 2003 .

[6]  Aki Järvinen,et al.  Games without Frontiers: Theories and Methods for Game Studies and Design , 2008 .

[7]  Einar M. Rønquist,et al.  Foreword , 1999, Biological Psychiatry.

[8]  Simon Egenfeldt-Nielsen Overview of research on the educational use of video games , 2006 .

[9]  André Tricot,et al.  Modalités et scénarios d’interaction dans des hypermédias d’apprentissage , 1999 .

[10]  Michael Mateas,et al.  Procedural literacy: educating the new media practitioner , 2005 .

[11]  Dmitri Williams THE MEDIUM OF THE VIDEO GAME , 2003 .

[12]  Staffan Björk,et al.  Patterns In Game Design , 2004 .

[13]  Dave Morris,et al.  Gran Turismo , 2004 .

[14]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[15]  Tom Apperley Genre and game studies: Toward a critical approach to video game genres , 2006 .

[16]  Espen Aarseth,et al.  A multidimensional typology of games , 2003, DiGRA Conference.

[17]  Jean-Pierre Jessel,et al.  Play, Game, World: Anatomy Of A Videogame , 2008, Int. J. Intell. Games Simul..

[18]  Serge Tisseron,et al.  Note de lecture: Qui a peur des jeux vidéo ? , 2012 .

[19]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[20]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .

[21]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[22]  Espen Aarseth,et al.  Game Classification as Game Design: Construction Through Critical Analysis , 2005, DiGRA Conference.

[23]  R. Caillois,et al.  Man, Play and Games , 1958 .

[24]  G. Frasca Simulation versus Narrative: Introduction to Ludology , 2013 .

[25]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[26]  Robert Zubek,et al.  MDA : A Formal Approach to Game Design and Game Research , 2004 .

[27]  Lauren Cruikshank,et al.  The Video Game Theory Reader , 2006 .

[28]  Jean-Pierre Jessel,et al.  A Gameplay Definition through Videogame Classification , 2008, Int. J. Comput. Games Technol..

[29]  Greg Lastowka,et al.  Rules of Play , 2009, Games Cult..

[30]  Mark J.P. Wolf,et al.  Medium of the Video Game , 2002 .

[31]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[32]  Bill Broyles Notes , 1907, The Classical Review.

[33]  P. Vorderer,et al.  Serious games : mechanisms and effects , 2009 .

[34]  Bryan P. Bergeron,et al.  Developing serious games , 2006 .