Serious Games pp 319-405 | Cite as

Serious Games Application Examples

Chapter

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.

Recommended Literature

  1. 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
  2. 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
  3. 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
  4. 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
  5. Magerkurth C, Röcker C. (Eds.) (2007a) Concepts and Technologies for Pervasive Games: A Reader for Pervasive Gaming Research, Volume 1. Shaker Verlag, Aachen, GermanyGoogle Scholar
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Technische Universität DarmstadtDarmstadtGermany

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