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Serious Games - World of Borecraft?

Slate has up a piece right now talking, in a somewhat frustrated tone, about the mixed message that serious or education games can pass on. The article recognizes that serious games have a great deal of power, and can be useful ... but do they have to be boring? "The basic issue here is that it's easier to make a fun game educational than it is to inject fun into an educational game. In his 2005 book, Everything Bad Is Good for You, Steven Johnson argues that games like The Sims and Grand Theft Auto make us smarter by training the mind in adaptive behavior and problem-solving. Most overtly educational software, though, ignores the complexities that make games riveting and enriching. The serious-gaming types think they can create educational software from whole cloth. In reality, they have a lot to learn from Grand Theft Auto." Coincidentally, Gamasutra is running an article entitled Who Says Videogames Have to be Fun?, which looks at the same issue from a slightly different point of view.

2 of 112 comments (clear)

  1. Re:how do you start with a purely educational "gam by gravos · · Score: 5, Interesting

    I think the point was that by starting with the idea "educational software" and trying to turn it into a game, you're more likely to get crap because people underestimate how difficult it is to make a fun game.

    On the other hand once you already know you have something fun, it's pretty easy to add a few educational elements to it.

  2. My perspective by rehtonAesoohC · · Score: 4, Interesting

    I've played a ton of games that could be considered purely fun and weren't intended for educational purposes, but I ended up learning simply because I was drawn in by the fun aspect.

    For instance, Popcap games are brilliant in that they are simple, fun, and for the most part, educational. Word worm can help out vocabulary skills, and typer shark is a great way to improve your typing skills and speed without feeling like the goal of playing it is to improve your typing skills. I've always felt like I needed to save the diver!

    Another good example is the Myst series. The first few games in the series were plenty challenging, and the puzzles caused the player to think analytically, using mathematical approaches without asking the player to actually compute anything (mostly).

    And of course I can't leave out Where in the World is Carmen Sandiego! I learned all sorts of state capitols and information about various places because I wanted to catch Carmen. Of course, when I played that game, I probably wasn't old enough to differentiate between playing a game for fun and education. If I played now, I'd probably quit rather quickly because I realized that it was a definite educational tool, but at the time it was just fun. :)