A type of Serious Game that tries to change its player’s behaviour through persuasion techniques.
Published in Chapter:
Serious Games in Business
Silke Balzert (IWi at DFKI, Saarland University, Germany), Lucia Pannese (Imaginary srl, Italy), Marie-Therese Walter (IWi at DFKI, Saarland University, Germany), and Peter Loos (IWi at DFKI, Saarland University, Germany)
Copyright: © 2012
|Pages: 20
DOI: 10.4018/978-1-4666-0149-9.ch027
Abstract
The intention of this book chapter is to give an overview about Serious Games from a scientific as well as from a business related point of view. As a first step, several existing definitions of Serious Games are examined, and the differences and similarities of these games and common computer games are presented. In the next step, some goals of Serious Games and their dependency on the application scenario and/or the kind of business in which the game is used are analyzed. Afterwards, the focus switches to Serious Games developed for an economic context. The specific goals of such games are presented, and the influence of these goals on design and development requirements is discussed. Furthermore, how the application scenario influences Serious Game design is examined. Last but not least, some use cases are presented in order to demonstrate the possibilities of Serious Games for training and learning purposes.