Why so serious? On the relation of serious games and learning

Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be.

[1]  Cuihua Shen,et al.  Serious Games and Seriously Fun Games: Can They Be One and the Same? , 2009 .

[2]  B. Lovitts Making the Implicit Explicit , 2007 .

[3]  John S. Douglass Screenplay: Cinema/videogames/interfaces , 2003 .

[4]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

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

[6]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[7]  Mark Griffiths,et al.  The Therapeutic Use of Videogames in Childhood and Adolescence , 2003 .

[8]  Ivison Ra The concept of competence. , 1971 .

[9]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[10]  Dennis Charsky,et al.  Integrating Commercial Off-the-Shelf Video Games into School Curriculums , 2008 .

[11]  M. Prensky Digital Natives, Digital Immigrants , 2001 .

[12]  E. Katz,et al.  The Uses of Mass Communications: Current Perspectives on Gratifications Research. Sage Annual Reviews of Communication Research Volume III. , 1975 .

[13]  R. A. R. A. U. Ritterfeld Classifying Serious Games , 2009 .

[14]  Steve Benford,et al.  Seamful Design for Location-Based Mobile Games , 2005, ICEC.

[15]  D. Zillmann Mood Management Through Communication Choices , 1988 .

[16]  M. Green,et al.  Digital natives , 2012, BDJ.

[17]  K. Squire,et al.  HARNESSING THE POWER OF GAMES IN EDUCATION , 2003 .

[18]  U. Ritterfeld,et al.  Video Games for Entertainment and Education , 2005 .

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

[20]  N. Cable,et al.  Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study , 2007, BMJ : British Medical Journal.

[21]  Kurt Squire,et al.  Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .

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

[23]  Hector Rodriguez,et al.  The Playful and the Serious: An approximation to Huizinga's Homo Ludens , 2006, Game Stud..

[24]  Hamish Macleod,et al.  Game Based Learning , 2004 .

[25]  V. Shute,et al.  Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow , 2009 .

[26]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[27]  G. Salomon Television is "easy" and print is "tough": The differential investment of mental effort in learning as a function of perceptions and attributions. , 1984 .

[28]  Steve Benford,et al.  The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences , 2006, CHI 2006.

[29]  Christian Swertz Serious games taken seriously , 2009 .

[30]  Richard L. Street,et al.  Health promotion and interactive technology : theoretical applications and future directions , 1997 .

[31]  Gary Bente,et al.  Three-dimensional game environments for recovery from stroke , 2009 .

[32]  Hua Wang,et al.  Serious video game effectiveness , 2007, ACE '07.

[33]  Diana G. Oblinger Simulations, Games, and Learning , 2006 .

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

[35]  Abdulmotaleb El-Saddik,et al.  Serious games , 2011, ACM Multimedia.

[36]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .

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

[38]  M. Bannert,et al.  Game Based Learning , 2008 .

[39]  Konstantin Mitgutsch,et al.  Passionate Digital Play-Based Learning. (Re)Learning in computer games like Shadow of the Colossus , 2009, Eludamos: Journal for Computer Game Culture.

[40]  A. Bandura Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.

[41]  R. W. White Motivation reconsidered: the concept of competence. , 1959, Psychological review.