Serious Games: An Overview

Serious Games: An Overview

2007 | Susi, Tarja Johannesson, Mikael Backlund, Per
This report, authored by Tarja Johannesson Susi, Mikael Backlund, and Per Backlund, provides an overview of serious games, which are digital games used for purposes beyond mere entertainment. The authors explore the concept of serious games, their potential to simulate real-world situations that are unsafe, costly, or time-consuming in the real world, and their positive impacts on skill development. The report discusses both the positive and negative effects of serious games and examines various markets where these games are used, including military, government, educational, corporate, and healthcare sectors. Additionally, it identifies key academic actors in the North American and European serious games market. The report was published in 2007 by the University of Skövde, Sweden.This report, authored by Tarja Johannesson Susi, Mikael Backlund, and Per Backlund, provides an overview of serious games, which are digital games used for purposes beyond mere entertainment. The authors explore the concept of serious games, their potential to simulate real-world situations that are unsafe, costly, or time-consuming in the real world, and their positive impacts on skill development. The report discusses both the positive and negative effects of serious games and examines various markets where these games are used, including military, government, educational, corporate, and healthcare sectors. Additionally, it identifies key academic actors in the North American and European serious games market. The report was published in 2007 by the University of Skövde, Sweden.
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