The eLearning Guild issued a research report in February entitled, Immersive Learning Simulations. The first ten pages of the report are devoted to defining the term "serious game," and then rejecting the term itself in favor of one the authors hope will be more acceptable to the eLearning Guild membership: "immersive learning simulation." And hence the report title.
What definition did they arrive at?
"An optimized blend of simulation, game element, and pedagogy that leads to the student being motivated by, and immersed into, the purpose and goals of a learning interaction. Serious Games use meaningful contextualization and optimized experience to successfully integrate the addictive nature of well-designed games with serious learning goals."
If they want to call that Immersive Learning Simulation, they have my vote. Because that definition misses the essence of the power of serious games. Where's the inter-player interaction? Where's the cohort-building? Where's the strengthening/altering of belief systems? Where's the communication and community? In short, where's the multi-player component? Nevermind learner-generated content... (Plus, I'm not fond of the implication that I, a player and a designer, engage in and/or promote addictive behavior.)
I'm no happier with Wikipedia's effort:
"Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
"A serious game may be a simulation which has the look and feel of a game, but corresponds to non-game events or processes, including business operations and military operations. The games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players. Other purposes for such games include marketing and advertisement."
Again, really misses the essence, I fear. And there are a LOT of other definitions floating about, each remiss in its special way.
I have an opinion about this, believe it or not. I offer my own definition:
Modeled on MMOGs, Serious Games have the serious purpose to change, in a pre-defined way, the beliefs, skills and/or behaviors of the individuals and cohort groups who play the game.
Thoughts? Responses?
I'm serious,
Anne