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"Serious Games" Industry Gains Traction

schliz writes "So-called 'serious games' are gaining traction in military, business, education, and medical applications as Gen X and Y come into power, iTnews reports. While game developers acknowledge the risk of trivializing real-world issues (as in the Six Days in Fallujah controversy), intelligently designed 'serious games' could allow complex situations to be presented in a simple way. Cisco, for example, has an amusing online games arcade that prepares networking professionals for a variety of certifications."

3 of 92 comments (clear)

  1. Re:Well, duh. This is news? by Lord_of_the_nerf · · Score: 5, Funny

    You're right. We've had serious, realistic games for years. Just many of the situations haven't come up yet.

    But when the Zerg come, we'll be ready.

  2. What's New? by qpawn · · Score: 5, Funny

    Games have always had serious real world applications. Pitfall! for the Atari 2600 was used by the Boy Scouts of America to demonstrate survival tactics in the wild. Throughout the United States, Super Mario Bros. is still considered essential training for elite plumbers. In recent years, Call of Duty has saved the military millions of dollars in automated weapons costs by relying solely on long range knife throws.

  3. Re:Fun by __aagctu1952 · · Score: 5, Informative

    Oh hey, a /. topic where I have first-hand knowledge!

    But are these "serious games" fun to play? That seems to be the most overlooked part of educational games.

    They don't have to be. You're confusing serious games with edutainment - the latter is entertainment with an educational value (even if it, as you pointed out, quite often fails at the "entertainment" bit), while the former is basically education in the form of a game. Think "military war game" compared to "chess". Different aims, different audience. A lot of serious games would actually be called simulators, if that word hadn't carried so much semantic baggage with it.
    The project I'm involved in, aimed at firefighters and other rescue workers, is intended to be an replacement for and complement to certain live (and therefore dangerous and expensive) exercises, for example. That means it's meant to be played with instructors present, as part of their normal education regime. Thus, there's no need to "sell" the game with entertainment. Trainees can practice on their own if they want to (PC-based software), but if they do, they do it for the sake of their own education.

    Anyway, if anyone's interested in the subject I can recommend the freely available
    From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games. It's DARPA-funded (DARWARS - I love that name!) so it's aimed at military educational gaming, but it's a good introduction to the field.