Serious Games: Issues and Challenges for Teaching and Training

Serious Games: Issues and Challenges for Teaching and Training

Chien Yu, Jeng-Yang Wu, Aliesha Johnson
DOI: 10.4018/978-1-4666-0149-9.ch028
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Abstract

While the study of serious games is gradually increasing, the potential of serious games to help increase the effectiveness of training and learning has also been a subject of debate in much of the literature published in the field of teaching and training. The purpose of this chapter is to review what has been studied in the literature regarding serious games for teaching and training. By discussing the foundation of game-based learning, the study not only discusses some of challenges and impacts of serious games for teaching and training, but it also outlines some of the fundamental issues and considerations for the effective use of serious games and strategy of game-based learning.
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Serious Games

Serious games include games that make use of computer technology and advanced video graphics and that are used for the purposes of learning and training (Crookall, 2010). In general, serious games can be used in emergency services training, military training, corporate education, health care, and every level of education, including all kinds of schools and universities (Derryberry, 2007). Michael and Chen (2006) point out how serious games are geared toward a large variety of audiences, including primary or secondary education, professionals, and consumers. Without a doubt, serious games have been applied to a broad spectrum of application areas and audiences.

Key Terms in this Chapter

Game: a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant.

Art Games: Games used to express artistic ideas or art produced through the medium of video games.

Video Game: a mental contest, played with a computer according to certain rules for amusement, recreation, or winning a stake.

Serious Game: 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.

Productivity Game: Games which reward points for accomplished real-world tasks using to-do lists.

Edutainment: A game combines education and entertainment.

Game-Based Learning: The games have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.

Advergames: The use of games for advertising, which promotes a product, service, or organization.

Edumarket Games: When a game combines several aspects, such as advergaming and edutainment aspects or persuasive and news aspects).

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