Why so serious? On the relation of serious games and learning

Johannes Breuer,G. Bente

Published 2010 in Eludamos - Journal for Computer Game Culture

ABSTRACT

Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be.

PUBLICATION RECORD

  • Publication year

    2010

  • Venue

    Eludamos - Journal for Computer Game Culture

  • Publication date

    2010-04-26

  • Fields of study

    Computer Science, Education

  • Identifiers
  • External record

    Open on Semantic Scholar

  • Source metadata

    Semantic Scholar

CITATION MAP

EXTRACTION MAP

CLAIMS

  • No claims are published for this paper.

CONCEPTS

  • No concepts are published for this paper.

REFERENCES

Showing 1-41 of 41 references · Page 1 of 1

CITED BY

Showing 1-100 of 447 citing papers · Page 1 of 5