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This page includes scientific and other articles on serious games.

 

 In the following table we collect all the articles that present some interesting features for the theme of the Serious Games, indicating who wrote the articles, what it is about and the link where it is possible to access it. Articles that are not published on the web are attached in this page as files (end of the page).

 

 

 # Title & Author Area & Language  Description Link
1

Serious Games and e-Learning,
by David Wortley

E-learning through Serious Games

English

What are different approaches to the development of e-learning solutions in the  emerging 'serious games' sector? What are their potential effectiveness and commercial sustainability? The article explains learning based on serious games that considers and contrasts the current practices of customised project based e-earning package development against emerging web 2.0 solutions based on end user empowerment and customisation. It also examines the implications for learning management systems (LMS) and some of the issues which will need to be addressed by emerging serious games. http://www.digitallearning.in/
articles/article-details.asp?
articleid=1186&typ=TRENDS
2

Computer Game Helps Autistic Children Recognize Emotions

E-learning through Serious Games

English

An interactive computer software program called FaceSay™ has been shown to improve the ability of children with autism spectrum disorders (ASD) to recognize faces, facial expressions and emotions, according to the results of a study conducted by psychologists at the University of Alabama at Birmingham (UAB). FaceSay™, created by Symbionica L.L.C., features interactive games that let children with ASD practice recognizing the facial expressions of an avatar, or software “puppet.” Specifically, the computer games teach the children where to look for facial cues such as an eye gaze or a facial expression.

http://www.sciencedaily.com/releases/#

2007/06/070622183516.htm

3 Educational and Business Applications of Serious Games and Virtual Worlds, by a. Antonova, M. Martinov

E-learning through Serious Games

English 

Serious games and virtual worlds gain impetus in business and education, broadening perspectives for their wider use and implementation. Both serious games and virtual worlds' technologies changed fundamentally the motivation and user involvement in educational process, enhancing active knowledge building and sharing. The present research aims to identify and compare some of the key features and characteristics of serious games and virtual worlds and to provide comparative analyses and recommendations for their wider use and implementation in business and education.  
4 Using ACTA  methodology to elicit expert knowledge for serious games- the TARGET approach, by A. Antonova, K. Stefanov, A. Grigorov

E-learning through Serious Games

English 

Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) don´t provide knowledge content in explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. Thus, expert knowledge should be implicitly embedded into design of SG and training simulations. The present paper will discuss the problem of expert knowledge elicitation for building SG, and will analyze the use of cognitive task analysis methods for SG. There will be discussed the use of Applied Cognitive Task Analysis (ACTA) as effective and time-efficient tool for codification of expert skills in the context of Serious games and complex TEL simulations.  
5 Emotions in Serious Games: From experience to assessment, by L. Anolli, F. Mantovani, L. Confalonieri, A. Ascolese, L. Peveri 

E-learning through Serious Games

English 

Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the match of simulation aspects, game aspects and pedagogical elements at the same time. Among the different benefits that Serious Games provide, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. In the first part of the paper we will focus on the specific characteristics of the form of learning offered by Serious Games and on the role played by emotions in this learning process. The second part of the paper will be dedicated to understand how it is be possible to analyse the emotional aspects of users’ experience in SGs and to explore a new promising research and development direction concerning the use of the Affective Computing in Serious Games.  
6 The Video Game Industry Outlook: $31.6 Billion and Growing  

E-learning through Serious Games

English

The report is good news for companies in the video game industry, predicting that the global gaming market —measured by consumer spending on games played on all platforms, including online and wireless games, but not counting gaming hardware sales—will expand at a compound annual rate of 9.1% over the next five years. www.businessweek.com
7 Game industry hoping for a repeat

E-learning through Serious Games

English

Since May 1, the four major publicly- traded U.S. game publishers have lost a collective $6 billion in market capitalization, a drop of about 25 percent. The sharp decline reflects a realization among investors that the game industry will recover more slowly than expected from the transition to a new generation of consoles, the Xbox 360 from Microsoft, the Sony PlayStation 3 and the Nintendo Wii. Furthermore, analysts said, the game publishing industry was being disrupted by the growing cost of development, and by uncertainty amid the growing popularity of online game play. http://www.highbeam.com/doc/1P1-125439232.html
8 Getting serious about gaming

E-learning through Serious Games

English

Everyone knows video gaming is a growth industry. What's less well known is how Web 2.0 and big business are contributing to that growth http://www.lifewhile.com
9 Mining virtual worlds for market research

E-learning through Serious Games

English

Imagine asking 42,000 tech-savvy tweens and teenagers around the globe about their buying and spending habits, as well as their brand preferences. How long would it take to conduct such market research? If you wanted to zero in on kids who regularly played online games or engaged in networked communities in Web-based virtual worlds, how would your market-research team target them and then verify their activity in these online parallel universes?
http://www.wpbf.com
10 Corporate Training Gets Serious with Games

E-learning through Serious Games

English

Do you need people trained quickly and effectively in important knowledge and skills? Serious games involve learners with the interaction and adrenaline-boost that make learning quick and help it stick. Facilitated discussion during the game can solidify the information. Discussion also builds buy-in for the corporate objectives the training supports. Employees enjoy the interactivity, and most people will select “playing a game” as the preferred learning model when given a choice. In addition, the effectiveness of knowledge transfer to the job makes serious games a good investment for the company. www.sealund.com
11 Business Agility is a Serious Game

Serious Games in Business

English

Something unexpected happens when companies combine the use of three types of systems: business process management (BPM); business intelligence (BI); and interactive simulation systems. It creates something larger than the sum of its parts. It empowers people to see emerging threats and opportunities and get real good at managing business operations in our high change economy. In other words – they get agile. http://blogs.cio.com/it-strategy/16831/business-agility-serious-game
12 Serious Games Getting More Serious at CITRIS

Market of Serious Games

English

According to market research firm DFC Intelligence the video game industry is currently worth an estimated 66 billion US dollars worldwide and is expected to grow by another $15 billion within the next four to five years across all platforms. To put the shift in our attentions into contrast, IBM released a study in 2006 which very bluntly stated in its title “The End of Television as We Know It”. In the report it states that the traditional audience is tuning out and turning to video on demand options, thereby killing the advertising revenues of the business.  http://tekunborn.wordpress.com/
13 The Impact Of Mobile Learning Growth On Serious Games Market 

Market of Serious Games

English

In preparation foriLearning Forum 2012 in Paris on January 31st and February 1st, I have been looking out for key trends. My last two articles were about Rapid Learning and latest learning technologies. Now I want to see what’s going on with Serious Games in eLearning, as many of our exhibitors are now providing tools and services around the development and delivery of games and simulations for teaching and learning. http://www.myrhline.com/actualite-rh/the-impact-of-mobile-learning-growth-on-serious-games-market.html
14 Africa: Serious Games for a Better World 

E-learning through Serious Games

English

Animations, computer games and websites: they're all instruments used by Butterfly Works, a Dutch co-design studio working to reach - and teach - young people in developing countries. They'll tackle any issue from sexual and reproductive health to corruption. http://allafrica.com/
15 Total French Games Market in 2011 

E-learning through Serious Games

English

The 2011 French National Gamers Survey (L’Etude Nationale des Jeux Video) and the international Games Market Revenue Report, both from Newzoo, reveal that 24 million French spend a total of 27 million hours per day on games.
http://gonintendo.com/?mode=viewstory&id=160638
16 Serious games and learning effectiveness: The case of It’s a Deal!

E-learning through Serious Games

English

Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play.  http://www.sciencedirect.com
17 Holland is a serious player in global gaming industry

E-learning through Serious Games

English

Gaming is booming. The number of gamers is growing rapidly in the past years. With the rise of online, casual and serious gaming, Dutch gaming companies have increased significantly too. In the past five years, the number of people employed in the Dutch gaming industry has doubled. Dutch educational institutes have responded to these trends by developing courses and curricula to support the development in the gaming sector. http://www.hollandtrade.com/sector-information/creative-industries/gaming/?bstnum=4912
18 Serious Gaming: augmenting daily life with game mechanics

E-learning through Serious Games

English

We recently read through an excerpt from Jane McGonigal’s new book, Reality Is Broken. The article concisely summarises the potential for game mechanics to enrich our lives, particularly in the workplace. This may sound like a far-off idea, augmenting our school and work lives with game mechanics, but the reality is that this is already happening and influencing our behavior. http://blog.gbanga.com/2011/04/serious-gaming-augmenting-daily-life-with-game-mechanics/
19 Getting serious about video games

E-learning through Serious Games

English

Video games have somewhat of a bad reputation today: individuals have attacked games for their supposed contribution to obscenity and their debilitation of male virtue. Despite these fears, scientists have identified some benefits from gaming, ranging from improved self-worth to augmented surgical skills. In the foreign policy arena, video games can and should serve as a powerful tool for educating civilian and military personnel about war and foreign affairs... http://ricks.foreignpolicy.com
20        
21        


 

Version from 06:56, 5 Apr 2012

This revision modified by Pappas (Ban)

This page includes scientific and other articles on serious games.

 

 In the following table we collect all the articles that present some interesting features for the theme of the Serious Games, indicating who wrote the articles, what it is about and the link where it is possible to access it. Articles that are not published on the web are attached in this page as files (end of the page).

 

 

 # Title & Author Area & Language  Description Link
1

Serious Games and e-Learning,
by David Wortley

E-learning through Serious Games

English

What are different approaches to the development of e-learning solutions in the  emerging 'serious games' sector? What are their potential effectiveness and commercial sustainability? The article explains learning based on serious games that considers and contrasts the current practices of customised project based e-earning package development against emerging web 2.0 solutions based on end user empowerment and customisation. It also examines the implications for learning management systems (LMS) and some of the issues which will need to be addressed by emerging serious games. http://www.digitallearning.in/
articles/article-details.asp?
articleid=1186&typ=TRENDS
2

Computer Game Helps Autistic Children Recognize Emotions

E-learning through Serious Games

English

An interactive computer software program called FaceSay™ has been shown to improve the ability of children with autism spectrum disorders (ASD) to recognize faces, facial expressions and emotions, according to the results of a study conducted by psychologists at the University of Alabama at Birmingham (UAB). FaceSay™, created by Symbionica L.L.C., features interactive games that let children with ASD practice recognizing the facial expressions of an avatar, or software “puppet.” Specifically, the computer games teach the children where to look for facial cues such as an eye gaze or a facial expression.

http://www.sciencedaily.com/releases/#

2007/06/070622183516.htm

3 Educational and Business Applications of Serious Games and Virtual Worlds, by a. Antonova, M. Martinov

E-learning through Serious Games

English 

Serious games and virtual worlds gain impetus in business and education, broadening perspectives for their wider use and implementation. Both serious games and virtual worlds' technologies changed fundamentally the motivation and user involvement in educational process, enhancing active knowledge building and sharing. The present research aims to identify and compare some of the key features and characteristics of serious games and virtual worlds and to provide comparative analyses and recommendations for their wider use and implementation in business and education.  
4 Using ACTA  methodology to elicit expert knowledge for serious games- the TARGET approach, by A. Antonova, K. Stefanov, A. Grigorov

E-learning through Serious Games

English 

Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) don´t provide knowledge content in explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. Thus, expert knowledge should be implicitly embedded into design of SG and training simulations. The present paper will discuss the problem of expert knowledge elicitation for building SG, and will analyze the use of cognitive task analysis methods for SG. There will be discussed the use of Applied Cognitive Task Analysis (ACTA) as effective and time-efficient tool for codification of expert skills in the context of Serious games and complex TEL simulations.  
5 Emotions in Serious Games: From experience to assessment, by L. Anolli, F. Mantovani, L. Confalonieri, A. Ascolese, L. Peveri 

E-learning through Serious Games

English 

Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the match of simulation aspects, game aspects and pedagogical elements at the same time. Among the different benefits that Serious Games provide, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. In the first part of the paper we will focus on the specific characteristics of the form of learning offered by Serious Games and on the role played by emotions in this learning process. The second part of the paper will be dedicated to understand how it is be possible to analyse the emotional aspects of users’ experience in SGs and to explore a new promising research and development direction concerning the use of the Affective Computing in Serious Games.  
6 The Video Game Industry Outlook: $31.6 Billion and Growing  

E-learning through Serious Games

English

The report is good news for companies in the video game industry, predicting that the global gaming market —measured by consumer spending on games played on all platforms, including online and wireless games, but not counting gaming hardware sales—will expand at a compound annual rate of 9.1% over the next five years. www.businessweek.com
7 Game industry hoping for a repeat

E-learning through Serious Games

English

Since May 1, the four major publicly- traded U.S. game publishers have lost a collective $6 billion in market capitalization, a drop of about 25 percent. The sharp decline reflects a realization among investors that the game industry will recover more slowly than expected from the transition to a new generation of consoles, the Xbox 360 from Microsoft, the Sony PlayStation 3 and the Nintendo Wii. Furthermore, analysts said, the game publishing industry was being disrupted by the growing cost of development, and by uncertainty amid the growing popularity of online game play. http://www.highbeam.com/doc/1P1-125439232.html
8 Getting serious about gaming

E-learning through Serious Games

English

Everyone knows video gaming is a growth industry. What's less well known is how Web 2.0 and big business are contributing to that growth http://www.lifewhile.com
9 Mining virtual worlds for market research

E-learning through Serious Games

English

Imagine asking 42,000 tech-savvy tweens and teenagers around the globe about their buying and spending habits, as well as their brand preferences. How long would it take to conduct such market research? If you wanted to zero in on kids who regularly played online games or engaged in networked communities in Web-based virtual worlds, how would your market-research team target them and then verify their activity in these online parallel universes?
http://www.wpbf.com
10 Corporate Training Gets Serious with Games

E-learning through Serious Games

English

Do you need people trained quickly and effectively in important knowledge and skills? Serious games involve learners with the interaction and adrenaline-boost that make learning quick and help it stick. Facilitated discussion during the game can solidify the information. Discussion also builds buy-in for the corporate objectives the training supports. Employees enjoy the interactivity, and most people will select “playing a game” as the preferred learning model when given a choice. In addition, the effectiveness of knowledge transfer to the job makes serious games a good investment for the company. www.sealund.com
11 Business Agility is a Serious Game

Serious Games in Business

English

Something unexpected happens when companies combine the use of three types of systems: business process management (BPM); business intelligence (BI); and interactive simulation systems. It creates something larger than the sum of its parts. It empowers people to see emerging threats and opportunities and get real good at managing business operations in our high change economy. In other words – they get agile. http://blogs.cio.com/it-strategy/16831/business-agility-serious-game
12 Serious Games Getting More Serious at CITRIS

Market of Serious Games

English

According to market research firm DFC Intelligence the video game industry is currently worth an estimated 66 billion US dollars worldwide and is expected to grow by another $15 billion within the next four to five years across all platforms. To put the shift in our attentions into contrast, IBM released a study in 2006 which very bluntly stated in its title “The End of Television as We Know It”. In the report it states that the traditional audience is tuning out and turning to video on demand options, thereby killing the advertising revenues of the business.  http://tekunborn.wordpress.com/
13 The Impact Of Mobile Learning Growth On Serious Games Market 

Market of Serious Games

English

In preparation foriLearning Forum 2012 in Paris on January 31st and February 1st, I have been looking out for key trends. My last two articles were about Rapid Learning and latest learning technologies. Now I want to see what’s going on with Serious Games in eLearning, as many of our exhibitors are now providing tools and services around the development and delivery of games and simulations for teaching and learning. http://www.myrhline.com/actualite-rh/the-impact-of-mobile-learning-growth-on-serious-games-market.html
14 Africa: Serious Games for a Better World 

E-learning through Serious Games

English

Animations, computer games and websites: they're all instruments used by Butterfly Works, a Dutch co-design studio working to reach - and teach - young people in developing countries. They'll tackle any issue from sexual and reproductive health to corruption. http://allafrica.com/
15 Total French Games Market in 2011 

E-learning through Serious Games

English

The 2011 French National Gamers Survey (L’Etude Nationale des Jeux Video) and the international Games Market Revenue Report, both from Newzoo, reveal that 24 million French spend a total of 27 million hours per day on games.
http://gonintendo.com/?mode=viewstory&id=160638
16 Serious games and learning effectiveness: The case of It’s a Deal!

E-learning through Serious Games

English

Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play.  http://www.sciencedirect.com
17 Holland is a serious player in global gaming industry

E-learning through Serious Games

English

Gaming is booming. The number of gamers is growing rapidly in the past years. With the rise of online, casual and serious gaming, Dutch gaming companies have increased significantly too. In the past five years, the number of people employed in the Dutch gaming industry has doubled. Dutch educational institutes have responded to these trends by developing courses and curricula to support the development in the gaming sector. http://www.hollandtrade.com/sector-information/creative-industries/gaming/?bstnum=4912
18 Serious Gaming: augmenting daily life with game mechanics

E-learning through Serious Games

English

We recently read through an excerpt from Jane McGonigal’s new book, Reality Is Broken. The article concisely summarises the potential for game mechanics to enrich our lives, particularly in the workplace. This may sound like a far-off idea, augmenting our school and work lives with game mechanics, but the reality is that this is already happening and influencing our behavior. http://blog.gbanga.com/2011/04/serious-gaming-augmenting-daily-life-with-game-mechanics/
19 Getting serious about video games

E-learning through Serious Games

English

Video games have somewhat of a bad reputation today: individuals have attacked games for their supposed contribution to obscenity and their debilitation of male virtue. Despite these fears, scientists have identified some benefits from gaming, ranging from improved self-worth to augmented surgical skills. In the foreign policy arena, video games can and should serve as a powerful tool for educating civilian and military personnel about war and foreign affairs... http://ricks.foreignpolicy.com
20        
21        


 

Version as of 06:57, 5 Apr 2012

This revision modified by Pappas (Ban)

This page includes scientific and other articles on serious games.

 

 In the following table we collect all the articles that present some interesting features for the theme of the Serious Games, indicating who wrote the articles, what it is about and the link where it is possible to access it. Articles that are not published on the web are attached in this page as files (end of the page).

 

 

 # Title & Author Area & Language  Description Link
1

Serious Games and e-Learning,
by David Wortley

E-learning through Serious Games

English

What are different approaches to the development of e-learning solutions in the  emerging 'serious games' sector? What are their potential effectiveness and commercial sustainability? The article explains learning based on serious games that considers and contrasts the current practices of customised project based e-earning package development against emerging web 2.0 solutions based on end user empowerment and customisation. It also examines the implications for learning management systems (LMS) and some of the issues which will need to be addressed by emerging serious games. http://www.digitallearning.in/
articles/article-details.asp?
articleid=1186&typ=TRENDS
2

Computer Game Helps Autistic Children Recognize Emotions

E-learning through Serious Games

English

An interactive computer software program called FaceSay™ has been shown to improve the ability of children with autism spectrum disorders (ASD) to recognize faces, facial expressions and emotions, according to the results of a study conducted by psychologists at the University of Alabama at Birmingham (UAB). FaceSay™, created by Symbionica L.L.C., features interactive games that let children with ASD practice recognizing the facial expressions of an avatar, or software “puppet.” Specifically, the computer games teach the children where to look for facial cues such as an eye gaze or a facial expression.

http://www.sciencedaily.com/releases/#

2007/06/070622183516.htm

3 Educational and Business Applications of Serious Games and Virtual Worlds, by a. Antonova, M. Martinov

E-learning through Serious Games

English 

Serious games and virtual worlds gain impetus in business and education, broadening perspectives for their wider use and implementation. Both serious games and virtual worlds' technologies changed fundamentally the motivation and user involvement in educational process, enhancing active knowledge building and sharing. The present research aims to identify and compare some of the key features and characteristics of serious games and virtual worlds and to provide comparative analyses and recommendations for their wider use and implementation in business and education.  
4 Using ACTA  methodology to elicit expert knowledge for serious games- the TARGET approach, by A. Antonova, K. Stefanov, A. Grigorov

E-learning through Serious Games

English 

Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) don´t provide knowledge content in explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. Thus, expert knowledge should be implicitly embedded into design of SG and training simulations. The present paper will discuss the problem of expert knowledge elicitation for building SG, and will analyze the use of cognitive task analysis methods for SG. There will be discussed the use of Applied Cognitive Task Analysis (ACTA) as effective and time-efficient tool for codification of expert skills in the context of Serious games and complex TEL simulations.  
5 Emotions in Serious Games: From experience to assessment, by L. Anolli, F. Mantovani, L. Confalonieri, A. Ascolese, L. Peveri 

E-learning through Serious Games

English 

Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the match of simulation aspects, game aspects and pedagogical elements at the same time. Among the different benefits that Serious Games provide, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. In the first part of the paper we will focus on the specific characteristics of the form of learning offered by Serious Games and on the role played by emotions in this learning process. The second part of the paper will be dedicated to understand how it is be possible to analyse the emotional aspects of users’ experience in SGs and to explore a new promising research and development direction concerning the use of the Affective Computing in Serious Games.  
6 The Video Game Industry Outlook: $31.6 Billion and Growing  

E-learning through Serious Games

English

The report is good news for companies in the video game industry, predicting that the global gaming market —measured by consumer spending on games played on all platforms, including online and wireless games, but not counting gaming hardware sales—will expand at a compound annual rate of 9.1% over the next five years. www.businessweek.com
7 Game industry hoping for a repeat

E-learning through Serious Games

English

Since May 1, the four major publicly- traded U.S. game publishers have lost a collective $6 billion in market capitalization, a drop of about 25 percent. The sharp decline reflects a realization among investors that the game industry will recover more slowly than expected from the transition to a new generation of consoles, the Xbox 360 from Microsoft, the Sony PlayStation 3 and the Nintendo Wii. Furthermore, analysts said, the game publishing industry was being disrupted by the growing cost of development, and by uncertainty amid the growing popularity of online game play. http://www.highbeam.com/doc/1P1-125439232.html
8 Getting serious about gaming

E-learning through Serious Games

English

Everyone knows video gaming is a growth industry. What's less well known is how Web 2.0 and big business are contributing to that growth http://www.lifewhile.com
9 Mining virtual worlds for market research

E-learning through Serious Games

English

Imagine asking 42,000 tech-savvy tweens and teenagers around the globe about their buying and spending habits, as well as their brand preferences. How long would it take to conduct such market research? If you wanted to zero in on kids who regularly played online games or engaged in networked communities in Web-based virtual worlds, how would your market-research team target them and then verify their activity in these online parallel universes?
http://www.wpbf.com
10 Corporate Training Gets Serious with Games

E-learning through Serious Games

English

Do you need people trained quickly and effectively in important knowledge and skills? Serious games involve learners with the interaction and adrenaline-boost that make learning quick and help it stick. Facilitated discussion during the game can solidify the information. Discussion also builds buy-in for the corporate objectives the training supports. Employees enjoy the interactivity, and most people will select “playing a game” as the preferred learning model when given a choice. In addition, the effectiveness of knowledge transfer to the job makes serious games a good investment for the company. www.sealund.com
11 Business Agility is a Serious Game

Serious Games in Business

English

Something unexpected happens when companies combine the use of three types of systems: business process management (BPM); business intelligence (BI); and interactive simulation systems. It creates something larger than the sum of its parts. It empowers people to see emerging threats and opportunities and get real good at managing business operations in our high change economy. In other words – they get agile. http://blogs.cio.com/it-strategy/16831/business-agility-serious-game
12 Serious Games Getting More Serious at CITRIS

Market of Serious Games

English

According to market research firm DFC Intelligence the video game industry is currently worth an estimated 66 billion US dollars worldwide and is expected to grow by another $15 billion within the next four to five years across all platforms. To put the shift in our attentions into contrast, IBM released a study in 2006 which very bluntly stated in its title “The End of Television as We Know It”. In the report it states that the traditional audience is tuning out and turning to video on demand options, thereby killing the advertising revenues of the business.  http://tekunborn.wordpress.com/
13 The Impact Of Mobile Learning Growth On Serious Games Market 

Market of Serious Games

English

In preparation foriLearning Forum 2012 in Paris on January 31st and February 1st, I have been looking out for key trends. My last two articles were about Rapid Learning and latest learning technologies. Now I want to see what’s going on with Serious Games in eLearning, as many of our exhibitors are now providing tools and services around the development and delivery of games and simulations for teaching and learning. http://www.myrhline.com/actualite-rh/the-impact-of-mobile-learning-growth-on-serious-games-market.html
14 Africa: Serious Games for a Better World 

E-learning through Serious Games

English

Animations, computer games and websites: they're all instruments used by Butterfly Works, a Dutch co-design studio working to reach - and teach - young people in developing countries. They'll tackle any issue from sexual and reproductive health to corruption. http://allafrica.com/
15 Total French Games Market in 2011 

E-learning through Serious Games

English

The 2011 French National Gamers Survey (L’Etude Nationale des Jeux Video) and the international Games Market Revenue Report, both from Newzoo, reveal that 24 million French spend a total of 27 million hours per day on games.
http://gonintendo.com/?mode=viewstory&id=160638
16 Serious games and learning effectiveness: The case of It’s a Deal!

E-learning through Serious Games

English

Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play.  http://www.sciencedirect.com
17 Holland is a serious player in global gaming industry

E-learning through Serious Games

English

Gaming is booming. The number of gamers is growing rapidly in the past years. With the rise of online, casual and serious gaming, Dutch gaming companies have increased significantly too. In the past five years, the number of people employed in the Dutch gaming industry has doubled. Dutch educational institutes have responded to these trends by developing courses and curricula to support the development in the gaming sector. http://www.hollandtrade.com/sector-information/creative-industries/gaming/?bstnum=4912
18 Serious Gaming: augmenting daily life with game mechanics

E-learning through Serious Games

English

We recently read through an excerpt from Jane McGonigal’s new book, Reality Is Broken. The article concisely summarises the potential for game mechanics to enrich our lives, particularly in the workplace. This may sound like a far-off idea, augmenting our school and work lives with game mechanics, but the reality is that this is already happening and influencing our behavior. http://blog.gbanga.com/2011/04/serious-gaming-augmenting-daily-life-with-game-mechanics/
19 Getting serious about video games

E-learning through Serious Games

English

Video games have somewhat of a bad reputation today: individuals have attacked games for their supposed contribution to obscenity and their debilitation of male virtue. Despite these fears, scientists have identified some benefits from gaming, ranging from improved self-worth to augmented surgical skills. In the foreign policy arena, video games can and should serve as a powerful tool for educating civilian and military personnel about war and foreign affairs... http://ricks.foreignpolicy.com
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