Definition
Serious games can be defined as those games that are designed with a purpose that goes beyond pure entertainment. These games are intended to convey ideas and values, facilitate learning, and practice skills. They have the purpose of influencing thoughts and actions in real-life contexts, therefore exceeding the scope of the game itself. Not all scholars agree with the adjective “serious” since these games do not exclude fun; the reason of that label is related with the theme of the contents and the use of these games in sectors such as health care, engineering, education, defense, city planning, or politics. The paradox between playfulness and seriousness can be reflected here: “what is merely play is not serious, and play itself contains its own, even sacred, seriousness” (Gadamer 1979).
An ever growing sector in which serious games are...
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Brundtland GH (1987) Our common future. United Nations. Available from: http://conspect.nl/pdf/Our_Common_Future-Brundtland_Report_1987.pdf
Cohen D (2007) The development of play, 3rd edn. Routledge, London
D’Angour A (2013) Plato and play: taking education seriously in ancient Greece. Am J Play 5:293–307
Gadamer, Hans-Georg (1979) Truth and Method, trans. W. Glen-Doepl. 2nd edn., London, UK: Sheed and Ward
Gee JP (2003) What video games have to teach us about learning and literacy. Palgrave Macmillan, New York
Gentile DA (2011) The multiple dimensions of video game effects. Child Dev Perspect 5:75–81
Katsaliaki K, Mustafee N (2014) Edutainment for sustainable development: a survey of games in the field. Simul Gaming 46(6):1–26
Liarakou G, Sakka E, Gavrilakis C, Tsolakidis C (2012) Evaluation of serious games, as a tool for education for sustainable development. EURODL 15(2):96–110
Ouariachi T, Olvera-Lobo MD, Gutiérrez-Pérez J (2017a) Analyzing climate change communication through online games: development and application of validated criteria. Sci Commun 38(1):10–44
Ouariachi T, Olvera-Lobo MD, Pérez-Gutiérrez J (2017b) Gaming climate change: assessing online climate change games targeting youth produced in Spanish. Procedia Soc Behav Sci 237:1053–1060
Reckien D, Eisenack K (2013) Climate change gaming on board and screen: a review. Simul Gaming 44:253–271
Soekarjo M, van Oostendorp H (2015) Measuring effectiveness of persuasive games using an informative control condition. Int J Serious Games 2(2):6–20
Statista: Serious games market revenue worldwide 2017–2022 (2018) Available from: https://www.statista.com/statistics/733616/game-based-learning-industry-revenue-world/
Wilkinson P (2016) A brief history of serious games. In: Dörner et al (eds) Entertainment computing and serious games, LNCS 9970. Springer International Publishing, Cham, pp 17–41
Wu J, Lee J (2015) Climate change games as tools for educational and engagement. Nat Clim Chang 5:413–418
Yang JC, Lin YL, Liu YC (2017) Effects of locus of control on behavioral intention and learning performance of energy knowledge in game-based learning. Environ Educ Res 23(6):1–14
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Section Editor information
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this entry
Cite this entry
Ouariachi, T., Olvera-Lobo, M.D., Gutiérrez-Pérez, J. (2019). Serious Games and Sustainability. In: Leal Filho, W. (eds) Encyclopedia of Sustainability in Higher Education. Springer, Cham. https://doi.org/10.1007/978-3-030-11352-0_326
Download citation
DOI: https://doi.org/10.1007/978-3-030-11352-0_326
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-11351-3
Online ISBN: 978-3-030-11352-0
eBook Packages: EducationReference Module Humanities and Social SciencesReference Module Education