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Serious Games Triinu Jesmin
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What are serious games? Serious Games (SG) are games designed for a primary purpose other than pure entertainment, but have other and more “serious” purposes. The "serious" adjective is generally appended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. Serious games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.
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History of SG The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Clark Abt discussed the idea and used the term in his 1970 book Serious Games. In that book, his references were primarily to the use of board and card games. Military officers have been using war games in order to train strategic skills for a long time. One early example of a serious game is a 19th-century Prussian military training game called Kriegsspiel, the German name for war-game. The first serious game is often considered to be Army Battlezone, an abortive project headed by Atari in 1980, designed to use the Battlezone tank game for military training The early 2000s saw a surge in different types of educational games, especially those designed for the younger learner. Many of these games were not computer-based but took on the model of other traditional gaming system both in the console and hand-held format.
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Classification Advergames Edutainment Games-Based Learning or "Game Learning" Edumarket Games Newsgames Simulations or Simulation Games Persuasive Games Organizational-dynamic games Games for Health Exergaming: Art Games: Productivity game Training and Simulations Games with a purpose
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Framework for SG-s Single player VS group or multiplayer Visual support Narrative and storytelling Debriefing as the most critical part of serious game experience Motivation (challenge, curiosity and fantasy, control of avatar decisions) Scaffolding (Fine Tuning Systems) Feedback
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The „I`s“: SG design framework by Leonard A. Annetta (2010) Annetta constructed a framework for serious educational game design. It consists of six I`s: (unique) identity immersion (flow) interactivity (nonplayer characters) increased complexity (pleasurable frustration) informed teaching (feedback and embedded assessments) instructional
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The 6-11 Framework (Dillon, 2013) The 6-11 Framework is an alternative approach to analysing serious educational games. It suggests that games can be so engaging at a subconscious level because they successfully rely on a subset of basic emotions and instincts which are common and deeply rooted in all of us. Specifically, the framework focuses on six emotions and eleven instincts shortlisted from those in psychology. The six emotions are: fear, anger, joy/happiness, pride, sadness, excitement. The eleven core instincts are: survival, self identification, collecting, greed, protection/care/nurture, aggressiveness, revenge, competition, communication, exploration/curiosity, colour appreciation.
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For a little exercise In groups of 3, discuss and pick one of your subjects Using some of the frameworks mentioned here, try to think of a game(like) scenario that will teach your subject Present the scenario as playfully as possible
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