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What is Serious Game

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Games that have another purpose besides entertainment. They are entertaining, engaging, and immersive, combining learning strategies, knowledge and structures, and game elements to teach specific skills, knowledge, and attitudes.
Published in Chapter:
Virtual Training for Scuba Divers
Anacleto Correia (Naval Academy, Portugal) and Pedro B. Água (Naval Aacdemy, Portugal)
DOI: 10.4018/978-1-7998-7271-9.ch048
Abstract
Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.
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Using Sentiment Analytics to Understand Learner Experiences in Serious Games
A (digital) game designed and created not with the primary purpose of pure entertainment. It includes non-entertainment components such as learning specific skills and knowledge or building awareness on particular topics.
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Authoring Tools for Edutainment Environments to Design Active Learning Activities
Computer application that uses the entertainment features of the games to give support to serious aspects (i.e.: communication, education, learning, and advertising).
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Serious Games in Business
A learning method that uses the characteristics of computer games in order to playfully impart specific knowledge to their users.
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Flip-Game Engineering and Technology Methodology
A game designed for a primary purpose other than pure entertainment. The serious adjective is generally prepended to refer to video games used by industries like education and engineering. The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
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Redefining Health Education in the Post-Pandemic World: How to Integrate Digital Technologies into the Curricula?
A type of game that is designed for a primary purpose (e.g., improving problem-solving skills, increasing knowledge, promoting safety, or changing behavior) other than pure entertainment.
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Game Concepts in Learning and Teaching Process
Game developed for a more noble purpose, with the main purpose of transmitting or reinforcing a certain knowledge, with all its rules and goals.
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Strategic Trials of Educ@TIon, the Telecom Italia Solution for Cooperative Digital Learning
A game designed for training purpose; the “serious” adjective is referred to products that use ludic interfaces (often the same available in the videogame industry) with the purpose to make people learning in a more enjoyable and immediate way.
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Innovation Gaming: An Immersive Experience Environment Enabling Co-creation
Serious games are designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train, investigate, or advertise. Sometimes a game will deliberately sacrifice fun and entertainment in order to make a serious point. Whereas video game genres are classified by gameplay, serious games are not a game genre but a category of games with different purposes. This category includes educational games and advergames, political games, or evangelical games. ( Adams, 2009 )
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Evaluation of the Player's Performance in Entrepreneurship Serious Games
The serious game intends to promote an interactive and efficient experience with the core educational purpose.
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Improving Reading Comprehension of Third-Grade Students Through a Serious-Game Prototype
Is a kind of video game but with a serious purpose that can be educational, training, medical, among others. Its goal is that gamers improve or develop specific skills at the same time that they are having fun playing.
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Current Trends on the Acquisition, Virtual Representation, and Interaction of Cultural Heritage: Exploring Virtual and Augmented Reality and Serious Games
A game designed for a primary purpose different than entertainment, usually a computer-based game designed for learning and awareness-raising.
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Do Usability Design Features of a Mobile Game Influence Learning?
A type of game that is both entertaining and educational.
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The Contribution of Serious Games for the Success of Students in Entrepreneurship
Software or hardware developed through the principles of interactive game design, with the aim of transmitting educational or training content to the user.
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A SWOT Analysis of Virtual Reality for Seniors
A game that is designed for a primary purpose other than pure entertainment. The serious adjective refers to issues such as defense, education, health care, engineering, and politics.
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Serious Game Framework for Design of Medical Applications
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Serious Games: Issues and Challenges for Teaching and Training
a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.
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NLP for Serious Games
A game designed for learning as a primary purpose other than pure entertainment.
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Virtual Tours and Serious Game for Promoting Educational Tourism Using Non-Intrusive Human-Computer Interfaces
Cognitive or physical challenge, which combines enjoyment with training. The purpose behind the training can have specific objectives in areas such as education, health or public policy, among others.
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Gamification: A Learning Technique for the Dynamization of the Teaching of Social Sciences
Games specifically designed with a training purpose, with the intention of creating a message, encouraging reflection, or promoting learning on any subject.
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Dynamic Difficulty Adjustment (DDA) on a Serious Game Used for Hand Rehabilitation
It is a video game played against a computer, where its main purpose is beyond the entertainment (i.e., it is designed to tackle health problems or train people mainly).
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Assessment of Learning and Technology: Computer Science Education
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Instructional Strategies for Game-Based Learning
A game that has as its main objective that players learn certain content. It also strives to be entertaining but not as its main objective.
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Educational Serious Games Design
A game that is not exclusively designed for fun, serving primarily non-entertainment goals in various fields such as education, health-care, corporate etc.
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Developing Videogames for Physics Education
A videogame that supports learning objectives while being entertaining and appealing to player.
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Serious Games Design Principles Using Virtual Reality to Gamify Upper Limb Stroke Rehabilitation: The Importance of Engagement for Rehabilitation
Games with greater aims than entertainment, intended for learning and behavioural alteration ( Connolly et al., 2014 ).
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The Promise of Gamification in Addressing Health Challenges of the Modern World
Full-fledged games that have been developed for non-entertainment purposes, such as promotion of healthy behaviors.
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An Overview of Using Electronic Games for Health Purposes
Games with a purpose beyond entertainment, including but not limited to games for learning, games for health, and games for policy and social change.
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The Potential of Gaming to Ameliorate Human Factors in Information Security Compliance
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Senior Citizens Learning Safe Behaviors on the Web: A Case Study Involving an Online Educational Game
Is a game typology that gathers the fun component and the learning process, developing cognitive and physical-motor skills and abilities.
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Designing Games to Motivate Student Cohorts through Targeted Game Genre Selection
Serious games are games that serve a purpose beyond leisure; serious games are designed to be entertaining and to educate or demonstrate, persuade or communicate.
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Indigenous Languages Learning Through Serious Games Based on Second Language Acquisition Theories
Video game developed with the objective to acquire knowledge over a specific topic as progress is made in the game.
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Petrha+: A Serious Game to Enhance Physiotherapy Students' Clinical Reasoning
Serious games are simulations of real-world events thought out for educational purposes and not intended to be played primarily for amusement.
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How Can We Transform Content Into Game Mechanics?: Designing and Developing Financial Literacy Games
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Through Achille Castiglioni's Eyes: Two Immersive Virtual Experiences
It is a digital game with educational purposes in addition to the playful ones.
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Virtual Baroque: Digitization Experience of the Ecclesiastical Heritage in Acireale
It is a digital game that does not have exclusively or primarily a purpose of entertainment but contains educational elements. Ideally, in this kind of educational tool the serious and playful aspects are in balance.
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The Role of Metacognition in Learning via Serious Games
This is a genre of video games, sometimes called digital-learning games, that attempts to “target the acquisition of knowledge as its own end and foster habits of mind and understanding that are generally useful or useful within an academic context” ( Klopfer, Osterweil, & Salen, 2009 , p. 21).
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RehaInteract: 3D Kinesitherapy for Domestic Environments
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The “serious” adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.
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The Use of Escape Rooms in Society and Business Environments: Two Exploratory Studies on the Potential of Gamification
A game specifically conceptualized and designed for achieving an educational goal. Fun is no main characteristic, but an important element.
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