Skip to main content

Serious Games Application Examples

  • Chapter
  • First Online:
Serious Games

Abstract

Serious games are useful in a broad spectrum of application domains—ranging from educational games for younger audiences, to collaborative training and simulation environments for industry, or games for health and behavior change. Other examples include games for culture and tourism, marketing and advertising, participation and planning for public awareness, and social impact games covering societal relevant topics such as security, religion, climate, or energy. This chapter starts with a technology-driven approach to the broad field of serious games and an introduction of the most relevant application areas of serious games, with a rough summary of their characteristics in terms of domain-specific economic and technical aspects. Then, a set of selected best-practice examples per serious game application area is provided. Hereby, a coherent description format is used based on a first version of a metadata format for serious games introduced by Göbel in 2011, which considers typical descriptive elements for games used in game archives and game rating systems. Description elements contain the title of a serious game, its application area and target user group, its characterizing goal and a short description of the gameplay (including a snapshot), distribution info (including access to the game, supported platforms, and price), economic information (business model and development costs), quality information (evaluation studies, certificates, ratings, awards), and further information (point of contact, website, developer, publisher). Combining economic and quality information provides valuable indicators for potential customers about the cost-benefit ratio of the serious games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 69.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Recommended Literature

  • Aldrich C (2009) The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google. John Wiley and Sons. Focuses on educational games and offers an encyclopedic overview and complete lexicon for those who care about the next generation of educational media

    Google Scholar 

  • Aldrich C (2009) Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction. John Wiley and Sons. Provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness

    Google Scholar 

  • Egenfeldt-Nielsen S, Smith JH, Tosca SP (2012) Understanding Video Games: The Essential Guide (Second Edition). Rouledge. Provides a comprehensive introduction to the growing field of game studies

    Google Scholar 

  • Ma M, Oikonomou A, Jain L (2011) Serious Games and Edutainment Applications. Springer, London, UK—provides a pragmatic approach to the research and application area of serious games and edutainment applications, including a number of best practice examples

    Google Scholar 

  • Magerkurth C, Röcker C. (Eds.) (2007a) Concepts and Technologies for Pervasive Games: A Reader for Pervasive Gaming Research, Volume 1. Shaker Verlag, Aachen, Germany

    Google Scholar 

  • Magerkurth C, Röcker C (Eds.) (2007b) Pervasive Gaming Applications: A Reader for Pervasive Gaming Research, Volume 2. Shaker Verlag, Aachen, Germany. Provides theoretical aspects and practical insights into the research and development of pervasive games

    Google Scholar 

  • Michael D, Chen S (2005) Serious Games: Games That Educate, Train, and Inform. Cengage Learning PTR in 2005. Tackles the development of serious games

    Google Scholar 

  • Ritterfeld U, Cody M, Vorderer P (2009) Serious Games—Mechanisms and Effects. Routledge, New York and London. Tackles the nature of serious games from a social science perspective, in the context of various best practice examples in the field of serious games for learning, serious games for development and serious games for social change

    Google Scholar 

  • Walz SP, Deterding S (2014) The Gameful World: Approaches, Issues, Applications. The MIT Press. Provides numerous examples and illuminations how gaming and gamification examples (might) pervade our daily life

    Google Scholar 

  • Further entry points for in-depth research and analysis/game studies of serious games in different application areas include: Numerous conferences and journals (see Recommendations for Further Reading, Chap. 1), various game archives provided in Sect. 12.7, game magazines (with ratings for new titles), and game awards—rewarding innovative and effective serious games

References

  • Azadegan A, Baalsrud-Hauge J, Harteveld C, Bellotti F, Berta R, Riedel J, Bidarra R, Stanescu I (2014) The move beyond edutainment: have we learned our lessons from the entertainment industry. In: Proceedings of first international conference on games and learning alliance (GALA 2013)

    Google Scholar 

  • Baalsrud Hauge J, Braziotis C (2012) Enhancing the student’s learning on supply chain management through the application of a business game. In: Pawar KS, Potter A (eds) New horizons in logistics and supply chain management, proceedings 17th international symposium on logistics (ISL 2012), Nottingham University Business School, pp 683–689, 8–11 July 2012

    Google Scholar 

  • Baalsrud Hauge J, Braziotis C (2013) Improving the understanding of on supply chain interaction among post graduate students through the application of a business game—a pilot study. In: Proceedings of international symposium on logistics (ISL 2013), Vienna, Austria, 7–10. July 2013

    Google Scholar 

  • Baalsrud-Hauge J, Boyle E, Mayer I, Nadolski R, Riedel JCHK, Moreno-Ger P, Bellotti F, Lim T, Ritchie J (2013) Study design and data gathering guide for serious games’ evaluation. psychology, pedagogy, and assessment in serious games. IGI Global 2014:394–419

    Google Scholar 

  • Ballagas R, Walz SP (2007). REXplorer: using player-centered iterative design techniques for pervasive game development. In: Magerkurth C, Roecker C (eds) Pervasive gaming applications—a reader for pervasive gaming research, vol 2. Shaker Verlag, pp 255—284

    Google Scholar 

  • Ballagas R, Walz SP (2009) Case K: REXplorer. In: Montola M, Stenros J, Annika W (eds) Pervasive games: theory and design. experiences on the boundary between life and play. Morgan Kaufmann Publishers, San Francisco, CA, pp 215–218

    Google Scholar 

  • Ballagas R, Kuntze A, Walz SP (2008). Gaming tourism: lessons from evaluating rexplorer, a pervasive game for tourists. Pervasive computing. Springer Berlin Heidelberg, pp 244–261

    Google Scholar 

  • Baller G, Kalbe E, Kaesberg S, Kessler J (2010) NEUROvitalis. Neuropsychologisches Gruppentraining. Prolog, Köln

    Google Scholar 

  • Benford S, Crabtree A, Flintham M, Drozd A, Anastasi R, Paxton M, Tandavanitj N, Adams M, Row-Farr J (2006) Can you see me now? ACM Trans Comput-Hum Interact (TOCHI) 13(1):100–133

    Article  Google Scholar 

  • Bingham PM, Meyer M (2011) Self determination and health behaviors in children with cystic fibrosis. Open Pediatr Med J 5:1–7

    Article  Google Scholar 

  • Bingham PM, Bates JHT, Thompson-Figueroa J, Lahiri T (2010) A breath biofeedback computer game for children with cystic fibrosis. Clin Pediatr 49:337–342

    Article  Google Scholar 

  • Bingham PM, Lahiri T, Ashikaga T (2012) Pilot trial of spirometer games for airway clearance practice in cystic fibrosis. Respir Care 57:1278–1284

    Article  Google Scholar 

  • Brown SJ, Lieberman DA, Gemeny BA, Fan YC, Wilson DM, Pasta DJ (1997) Educational video game for juvenile diabetes: results of a controlled trial. Inform Health Soc Care 22(1):77–89

    Google Scholar 

  • Brown SJ, Lieberman DA, Gemeny BA, Fan YC, Wilson DM, Pasta DJ (1998) Educational video game for juvenile diabetes: results of a controlled trial. In: van Bemmel JH, McCray AT (eds) Yearbook of medical informatics 1998. Schattauer Publishers, Stuttgart, pp 490–502

    Google Scholar 

  • Crawford C, Newberg S, Damon R, Arneson D, Bever E (1988) For of war. A clearer view. Comput Gaming World 46:24–26, 52–53

    Google Scholar 

  • Davis SB, Moar M, Jacobs R, Watkins M, Riddoch C, Cooke K (2006) Ere be dragons: heartfelt gaming. Digital Creativity 17(3):157–162

    Article  Google Scholar 

  • De Vries PW, Knol E (2011) Serious gaming as a means to change adolescents’ attitudes towards saving energy; Preliminary results from the EnerCities case. In: Accepted paper for ‘EDEN annual conference’, June 2011

    Google Scholar 

  • Decety J, Lamm C (2006) Human empathy through the lens of social neuroscience. Sci World J 6:1146–1163

    Article  Google Scholar 

  • Dillon R (2010) On the way to fun: an emotion-based approach to successful game design. CRC Press

    Google Scholar 

  • Elborji Y, Khaldi M (2014) An IEEE LOM application profile to describe serious games «SG-LOM» . Int J Comput Appl 86(13)

    Google Scholar 

  • Fleming T, Dixon R, Frampton C, Merry S (2012) A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education. Behav Cogn Psychother 40(05):529–554

    Article  Google Scholar 

  • Fleming TM, Cheek C, Merry SN, Thabrew H, Bridgman H, Stasiak K, Hetrick S (2014) Serious games for the treatment or prevention of depression: a systematic review. Revista de Psicopatologia y Psicologia Clinica 19(3):227–242

    Article  Google Scholar 

  • Games P, Knight M (2002) America’s army. Crown Publishing Group New York, NY, USA

    Google Scholar 

  • Göbel S, Schneider O, Holweg D, Kretschmer U (2004) GEIST—mobile edutainment with GIS and interactive storytelling. Proc UbiGIS, Gävle, Schweden

    Google Scholar 

  • Göbel S, Hardy S, Wendel V, Mehm F, Steinmetz R (2010a) Serious games for health—personalized exergames. In: Proceedings of the 18th ACM international conference on multimedia. ACM New York, NY, pp 1663–1666

    Google Scholar 

  • Göbel S, Wendel V, Ritter C, Steinmetz R (2010b). Personalized, adaptive digital educational games using narrative, game-based learning objects. In: Entertainment for education. digital techniques and systems 5th international conference on e-learning and games, edutainment 2010, Changchun, China, August 16–18, 2010, LNCS, 6249, pp 438–445. Berlin: Springer

    Google Scholar 

  • Göbel S, Gutjahr M, Steinmetz R (2011a) What makes a good serious game—conceptual approach towards a metadata format for the description and evaluation of serious games. In: Proceedings of 5th European conference on games based learning. Athens, Greece. Academic Conferences Limited, Reading, UK, pp 202–210

    Google Scholar 

  • Göbel S, Hardy S, Steinmetz R, Cha J, El Saddik A (2011b) Serious Games zur Prävention und Rehabilitation. In: 4. Deutscher AAL-Kongress, 25.-26.01.2011 in Berlin: Demographischer Wandel—Assistenzsysteme aus der Forschung in den Markt, VDE Verlag

    Google Scholar 

  • Hardy S, Göbel S, Steinmetz R (2013) Adaptable and personalized game-based training system for fall prevention. In: Proceedings of 21st ACM international conference on multimedia. ACM, pp 431–432

    Google Scholar 

  • Hardy S, Dutz T, Wiemeyer J, Göbel S, Steinmetz R (2014a) Framework for personalized and adaptive game-based training programs in health sport. Multimedia Tools Appl 74(14):5289–5311

    Article  Google Scholar 

  • Hardy S, Kern A, Dutz T, Weber C, Göbel S, Steinmetz R (2014) What makes games challenging?—considerations on how to determine the “challenge” posed by an exergame for balance training. In: Proceedings of 2014 ACM international workshop on serious games. ACM, pp 57–62

    Google Scholar 

  • Habgood J, Overmars M (2006) The game maker’s apprentice: game development for beginners. Apress, 2006, ISBN 1–59059-615-3

    Google Scholar 

  • Hendrix M, Protopsaltis A, Rolland C, Dunwell I, de Freitas S, Arnab S, LLanas J (2012) Defining a metadata schema for serious games as learning objects. In: eLmL 2012, the 4th international conference on mobile, hybrid, and on-line learning, pp 14–19

    Google Scholar 

  • Hess M, Wiemeyer J, Hamacher K, Goesele M (2014) Serious games for solving protein sequence alignments—combining citizen science and gaming. In: Games for training, education, health and sports. Springer International Publishing, pp 175–185

    Google Scholar 

  • Hunicke, R. et al. (2004) MDA: a formal approach to game design and game research. In: Proceedings of challenges in games AI workshop, 19th national conference of artificial intelligence, San Jose, California, 2004

    Google Scholar 

  • Kato PM, Cole SW, Bradlyn AS, Pollock BH (2008) A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 122(2):e305–e317

    Article  Google Scholar 

  • Kickmeier-Rust MD, Albert D (2010) Micro adaptivity: Protecting immersion in didactically adaptive digital educational games. J Comput Assist Learn 26(2):95–105

    Article  Google Scholar 

  • Kirst S, Zoerner D, Schütze J, Lucke U, Dziobek I (2015) Zirkus Empathico: Eine mobile Applikation zum Training sozioemotionaler Kompetenzen bei Kindern im Autismus-Spektrum. In: Proc 13. e-Learning Fachtagung Informatik, Lecture notes in informatics. Köllen Verlag

    Google Scholar 

  • Knol E, De Vries PW (2010) EnerCities: educational game about energy. In: Conference proceedings ‘CESB10 Central Europe towards sustainable building’, June 2010

    Google Scholar 

  • Knol E, De Vries PW (2011) EnerCities, a serious game to stimulate sustainability and energy conservation: preliminary results. eLearning Papers, 25, pp 1–10

    Google Scholar 

  • Köhlmann W, Zender R, Lucke U (2012) FreshUP—implementation and evaluation of a pervasive game for freshmen. In: Proceedings of 10th IEEE international conference on pervasive computing and communications (PerCom) workshops. Lugano, Switzerland. IEEE, pp 691–696

    Google Scholar 

  • Korn O (2005) learn2work—Spiel der Arbeit. Eine spielbasierte Unternehmenssimulation zum Erwerb beruflicher Kompetenzen. In Spath D, Haasis K, Klumpp D (eds) Aktuelle Trends in der Softwareforschung. Tagungsband zum doIT Software-Forschungstag 2004, Stuttgart 2005, pp 188–200

    Google Scholar 

  • Korn O (2006) Business process simulations—hands-on skill-development as a means to improve business performance. In: Karapidis, A (ed) Proceedings of ICL 2005 workshop and the professional training facts 2005 Conference, Stuttgart 2006

    Google Scholar 

  • Kuhn JT (2015) Developmental dyscalculia: Neurobiologcal, cognitive, and developmental perspectives. Zeitschrift für Psychologie, Dyscaclia, pp 02–2015

    Google Scholar 

  • Kuhn JT, Raddatz J, Holling H, Dobel C (2013) Dyskalkulie vs. Re- chenschwäche: Basisnumerische Verarbeitung in der Grundschule. Lernen und Lernstörungen 2:229–247

    Article  Google Scholar 

  • Kuhn JT et al (2015) Interventions for children with math difficulties—a meta-analysis. Zeitschrift für Psychologie, Dyscalculia, pp 02–2015

    Google Scholar 

  • Liarokapis F, Debattista K, Vourvopoulos A, Petridis P, Ene A (2014) Comparing interaction techniques for serious games through brain-computer interfaces: a user perception evaluation study. Entertainment Comput Elsevier 5(4):391–399

    Article  Google Scholar 

  • Lieberman DA (2001) Management of chronic pediatric diseases with interactive health games: theory and research findings. J Ambul Care Manag 24(1):26–38

    Article  Google Scholar 

  • Lucassen MFG, Merry SN, Hatcher S, Frampton CM (2015) Rainbow SPARX: a novel approach to addressing depression in sexual minority youth. Cogn Behav Pract 22(2):203–216

    Article  Google Scholar 

  • Lucke U (2011) A pervasive game for freshmen to explore their campus: Requirements and design issues. In: Proceedings of IADIS international conference on mobile learning. Avila, Spain, pp 151–158

    Google Scholar 

  • Magerkurth C, Cheok AD, Mandryk RL, Nilsen T (2005) Pervasive games: bringing computer entertainment back to the real world. Comput Entertainment (CIE) 3(3):4

    Article  Google Scholar 

  • Martin P (2011) The pastoral and the sublime in elder scrolls IV: oblivion. Game Stud 11(3)

    Google Scholar 

  • Merry SN, Stasiak K, Shepherd M, Frampton C, Fleming T, Lucassen MFG (2012) The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial. Br Med J 344:e2598

    Article  Google Scholar 

  • Moore ME (2011) Basics of game design. Taylor & Francis Group, Boca Raton FL

    Book  Google Scholar 

  • Moskaliuk J, Bertram J, Cress U (2013a) Impact of virtual training environments on the acquisition and transfer of knowledge. Cyberpsychol Behav Soc Netw 16(3):210–214

    Article  Google Scholar 

  • Moskaliuk J, Bertram J, Cress U (2013b) Training in virtual environments: putting theory into practice. Ergonomics 56(2):195–204

    Article  Google Scholar 

  • Mortara M, Catalano CE, Bellotti F, Fiucci G, Houry-Panchetti M, Petridis P (2014) Learning cultural heritage by serious games. J Cult Heritage 15(3):318–325

    Article  Google Scholar 

  • Mueller F, Vetere F, Gibbs MR, Edge D, Agamanolis S, Sheridan JG (2010) Jogging over a distance between Europe and Australia. In: Proceedings ACM symposium on user interface software and technology. ACM, 1866062, pp 189–198

    Google Scholar 

  • Nieborg DB (2005) Changing the ruses of engagement—tapping into the popular culture of america’s army, the official U.S. army computer game. MA Thesis, Utrecht University, The Netherlands. 238 p. http://www.gamespace.nl/content/MAThesis_DBNieborg.pdf

  • Oppermann L (2009) Facilitating the development of location-based experiences. Doctoral dissertation, University of Nottingham. http://eprints.nottingham.ac.uk/id/eprint/14215

  • Panzoli D, Qureshi A Dunwell I, Petridis P, de Freitas S, Rebolledo-Mendez G (2010a) Levels of interaction (LoI): a model for scaffolding learner engagement in an immersive environment. In: Intelligent tutoring systems, lecture notes computer science 6095 (2010), pp 393–395

    Google Scholar 

  • Panzoli D, Peters C, Dunwell I, Sanchez S, Petridis P, Protopsaltis A, de Freitas S (2010b) A level of interaction framework for exploratory learning with characters in virtual environments. Intelligent computer graphics, vol 321. Springer, Berlin Heidelberg, pp 123–143

    Google Scholar 

  • Petrelli A, Kaesberg S, Kessler J, Barbe MT, Fink GR, Timmermann L, Kalbe E (2014) Effects of cognitive training in patients with Parkinson’s disease: a randomized controlled trial. Parkinsonism Related Disorders 20:1196–1202

    Article  Google Scholar 

  • Petrelli A, Kaesberg S, Barbe MT, Timmermann L, Rosen JB, Fink GR, Kessler J, Kalbe E (2015) One-year follow-up of cognitive training in Parkinson’s disease. Eur J Neurol 22:640–647

    Article  Google Scholar 

  • Rahe J, Liesk J, Rosen JB, Petrelli A, Kaesberg S, Onur OA, Kessler J, Fink GR, Kalbe E (2015a) Sex differences in cognitive training effects of patients with amnestic mild cognitive impairment. Neuropsychol Dev Cogn B Aging Neuropsychol Cogn 22:620–638

    Article  Google Scholar 

  • Rahe J, Becker J, Fink GR, Kessler J, Kukolja J, Rahn A, Rosen JB, Szabados F, Wirth B, Kalbe E (2015b) Cognitive training with and without additional physical activity in healthy older adults: cognitive effects, neurobiological mechanisms, and prediction of training success. Front Aging Neurosci 7:187

    Article  Google Scholar 

  • Sawyer B, Smith P (2008) Serious games taxonomy. In: Game developers conference 2008. http://www.dmill.com/

  • Shepherd M, Fleming T, Lucassen M, Stasiak K, Lambie I, Merry SN (2015) The design and relevance of a computerized gamified depression therapy program for indigenous Māori adolescents. J Med Internet Re (JMIR)—Serious Games, 3(1)

    Google Scholar 

  • Squire K, Barab S (2004) Replaying history: engaging urban underserved students in learning world history through computer simulation games. In: Proceedings 6th international conference on learning sciences, pp 505–512. International Society of the Learning Sciences

    Google Scholar 

  • Unger T (2013) Berufliche Orientierungsangebote für Jugendliche in der Metall- und Elektroindustrie: “Techforce,” “ExeriMINTe” und “Ichhabpower.de.” Chapter on recruitment, pp 85–94. 10.1007/978-3-658-01570-1_6. Springer Fachmedien Wiesbaden

  • Wagner MG, Wernbacher T (2013) Iterative didactic design of serious games. In: Proceedings of FDG, pp 346–351

    Google Scholar 

  • Wernbacher T, Pfeiffer A, Wagner M, Hofstätter J (2012) Learning by playing: can serious games be fun? In: European conference on games based learning. Academic Conferences International Limited, p 533

    Google Scholar 

  • Wetzel R, Blum L, Broll W, Oppermann L (2011) Designing mobile augmented reality games. In: Handbook of augmented reality. Springer New York, pp 513–539

    Google Scholar 

  • Wetzel R, Blum L, Oppermann L (2012) Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content. In: Proceedings of international conference on the foundations of digital games. ACM, pp 238–241

    Google Scholar 

  • Zender R, Metzler R, Lucke U (2014) FreshUP—a pervasive educational game for freshmen. In: Pervasive and mobile computing, vol 14, pp 47–56

    Google Scholar 

Download references

Acknowledgments

Most of the best-practice examples are provided by members of the GAME association of Game Developers in Germany (http://game-bundesverband.de/) and the working group on “Entertainment Computing” of the German Society of Computer Scientists (https://www.gi.de/aktuelles/meldungen/detailansicht/article/fachgruppe-entertainment-computing-gegruendet.html). Further valuable input has been provided by different colleagues specialized in dedicated Serious Games application areas. Many thanks!

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Stefan Göbel .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Göbel, S. (2016). Serious Games Application Examples. In: Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (eds) Serious Games. Springer, Cham. https://doi.org/10.1007/978-3-319-40612-1_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40612-1_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40611-4

  • Online ISBN: 978-3-319-40612-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics