Serious Game
Introduction
A Serious Game or Applied Game is a game designed for a primary purpose other than pure entertainment. Unlike traditional video games, serious games are designed with the intent of conveying specific learning outcomes or achieving a particular real-world impact. The term "serious" refers to the game's purposeful, result-oriented nature, rather than its tone or gameplay style.
History
Serious games have a long history, predating the advent of digital technology. The military has used war games for centuries as a method of training and strategy planning. With the rise of computer technology in the 20th century, serious games began to take on new forms and applications. The 1970s saw the development of early serious games like The Oregon Trail, which was designed to teach schoolchildren about the realities of 19th-century pioneer life.
Design Principles
Serious game design involves a delicate balance between the game's educational or practical objectives and the need to create an engaging, enjoyable experience for the player. This requires a deep understanding of both game design principles and the subject matter at hand. Key elements of serious game design include:
- Objective Alignment: The game's mechanics and goals should align with its educational or practical objectives. For example, a serious game designed to teach medical procedures might involve gameplay mechanics that mimic the actions a surgeon would take during an operation.
- Engagement: While serious games have a purpose beyond entertainment, they must still be engaging to play. This often involves incorporating elements of traditional game design, such as challenges, rewards, and a compelling narrative.
- Feedback: Serious games should provide players with feedback on their performance, helping them understand where they are succeeding and where they need to improve.
- Realism: Depending on the game's objectives, a high degree of realism may be necessary. This is particularly true for serious games used in fields like military training or medical education, where the stakes of real-world application are high.
Applications
Serious games are used in a wide range of fields, from education and healthcare to business and the military. Some common applications include:
- Education: Serious games can be used to teach a wide range of subjects, from history and science to language learning and ethics. They offer an interactive, engaging way to learn, making them particularly effective for younger learners.
- Healthcare: In the healthcare field, serious games can be used for everything from training medical professionals to helping patients manage chronic conditions. For example, a game might simulate a surgical procedure, allowing medical students to practice their skills in a risk-free environment.
- Business: Businesses often use serious games for training and development purposes. These games can simulate real-world business scenarios, helping employees develop critical thinking and decision-making skills.
- Military: The military has long used serious games for training purposes. These games can simulate combat scenarios, helping soldiers prepare for real-world situations without the risk of injury.
Benefits and Challenges
Serious games offer a number of benefits, including increased engagement, improved learning outcomes, and the ability to practice skills in a risk-free environment. However, they also present certain challenges. Designing a serious game requires a deep understanding of both game design and the subject matter at hand, and creating a game that is both educational and fun to play can be a difficult balancing act. Additionally, serious games often require a significant investment of time and resources to develop.
Future Directions
As technology continues to evolve, so too will the possibilities for serious games. Advances in areas like virtual reality, artificial intelligence, and machine learning could open up new possibilities for serious game design, allowing for more realistic simulations and more personalized learning experiences.