2011
DOI: 10.1016/j.entcom.2010.12.004
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Serious games continuum: Between games for purpose and experiential environments for purpose

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Cited by 160 publications
(112 citation statements)
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“…Video games that have other than entertainment-related purposes for a player are commonly referred as serious games [1]. Such purposes could be developing skills, conveying meaning, delivering a message, teaching a lesson, providing experience and emotions, or changing behavior and attitudes [2].…”
Section: Introductionmentioning
confidence: 99%
“…Video games that have other than entertainment-related purposes for a player are commonly referred as serious games [1]. Such purposes could be developing skills, conveying meaning, delivering a message, teaching a lesson, providing experience and emotions, or changing behavior and attitudes [2].…”
Section: Introductionmentioning
confidence: 99%
“…But not all games are competitions; there are games where players cooperate to achieve a common goal and there are no individual objectives. Games may be played just for fun but there are games, called serious games, which have a clear and intentional educational purpose and they are not intended primarily for entertainment [9].…”
Section: Serious Gamesmentioning
confidence: 99%
“…Many well-surveyed publications in the emerging serious games literature highlight the often conflicting interpretations of serious games in an attempt to pin-down what the term actually encapsulates [16]. It challenges our understanding of characteristics such as, challenge, play and fun, which are fully associated with video games.…”
Section: Introductionmentioning
confidence: 99%
“…Characteristics such as being thought-provoking, informative, awareness-raising or stimulating are as important, if not more so, than being fun or entertaining. In this sense, we adopted Marsh's definition [16], which considers serious games along a continuum that can be framed between games with a specific purpose at one end, and environments for experiencing, with little or no gaming features at the other end.…”
Section: Introductionmentioning
confidence: 99%