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Serious Game

Student’s Name:

Course name:

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October 11, 2019


Executive Summary

This report will have two parts. The first part is about research reports for serious games. Serious
games are a considerable notebook that precise elements that are occupied in building up these
primary diversions. it inquires the ascend of common recreations as probable specialty and
generates multi-billion-dollar profit in the gaming industry. It caps the different types of primary
amusement including scholastic, preparing and improving, military, etc. in this report serious
games use are explained and along with their uses also there impacts on individuals are
discussed. While the second part of the report will be covering the prototype and will be providing
serious details about games.
Table of Contents
Executive Summary ................................................................................................................... 0
1 Introduction ......................................................................................................................... 3
2 The Concept of Serious Games .......................................................................................... 3
3 Advantages of Serious Games............................................................................................ 4
4 Industrial usage of Serious Games ..................................................................................... 4
5 Governmental usage of Serious Games ............................................................................. 5
6 Military Usage of Serious Games ........................................................................................ 5
7 Educational Usage of Serious Games................................................................................. 6
8 Usage of Serious Games in Health Care............................................................................. 7
9 Conclusion .......................................................................................................................... 7
10 Prototype ........................................................................................................................11
11 References .....................................................................................................................12
1 Introduction

For the past few years, the serious game was one of the hot topics been discussed in protocols,
international conferences, and symposiums. The movement of hot games got possible because
of ‘ben lawyer’ he launched ‘serious game initiative' that got followed very quickly by spin-off
groups and other websites like ‘games for change' and ‘games for health'.
These serious games are used in different areas like education, industrial, government sector,
health sector, and military. I am explaining some of the fields that need some serious games
considering the issues of society. Also, the Childs who are the target of ASDs, face difficulties in
invading society (Assaf, 2017). Also, the concept of the game is discussed to give the idea of the
game, along with this prototype of the game is added to have the view about the game including
screenshots.

2 The Concept of Serious Games

The term ‘serious' can be used in the area of study, discussion of great interest and importance,
also in the place of raising serious questions that cannot be easily answered, and also in the
maters having significant consequences. He also said none of these games are supposed to be
concerned with their usual emphasizing behavioral luggage of solemnity and devoutness. Games
may be meaningful without formal, can be interested without being amusing can be purposeful
without being fun less and can be tough without being frustrating (C, 2015). Serious games are a
considerable notebook that precise elements that are occupied in building up these primary
diversions it inquires the ascend of common recreations as probable specialty and generates
multi-billion-dollar profit in the gaming industry. It caps the different types of primary amusement
including scholastic, preparing and improving, military, etc.
From that point, it exceeds the discussion of powering innovative patterns, ascending principles
and devices that assure to stabilizing the current direction of progress and customer interest for
primary turns (Heidmann, 2015).

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3 Advantages of Serious Games

When the discussion of serious games comes to an important issue that concerns the agreed and
praised the benefits of their use. Although they increase one's skills and the potential they may
be no evidence for this which acts as a potential threat for serious games.
Disciplined studies of gaming are rare. Games do have a positive impact on the children’s skills,
promote learning but along with this negative impact of games also do exist for example
 Health issues (excessive playing of games can result in several health issues
Like headache, fatigue, etc.).
 Psych-social issues (like social isolation, increased gambling, less positive behavior
towards society, depression, etc.)
 Negative effects of violent games (like the development of negative personality and
aggressive behavior)
While discussing impacts or development of positive skills in the players, games can help in
developing several skills like the development of
 Insight and strategic skills
 Spatial and analytical skills
 Recollection and learning capabilities
 Visual selective attention
 Psychomotor skills etc.
In many cases, violent games can be beneficial as they provide an outlet to eject one’s frustration
and anger. Also, research has shown better performance of students especially medical students
because of games as these games increased their performance in endoscopic simulation and
various fields (Hotte, 2017).
Similarly, in the field of architecture and design, games can help in developing student’s
confidence and abilities in design composition, spatial modeling and form creation. Games do
have a positive and negative impact on the players depending upon the goals players sets for
themselves.

4 Industrial usage of Serious Games

VR (Virtual Reality) and AR (Augmented Reality) build or join virtual portraits of the real world by
techniques for progressive figuring networks that allow the persons to cope with them. It is capable

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of imagining to discover the writing models about how extensive and virtualize the truth were used
for various purposes, e.g.
1- Inspecting the items at the very start of the stage.
2- Keep in the mind communicating with the customer with the last items.
3- Extending and patronizing the assembly forms.
4- Dispensing or watching remotely the techniques.

5 Governmental usage of Serious Games

Around the world, more and more governments are presenting electronic government as t
technique for increasing profit and adequacy, creating better administrations and shaping
expenses for the general population area. E-government talks about necessary changes for the
texture of the general population segment, culture, and business.
E-Government introduces many problems for open associations, policymakers, advisors, and
executives. The inventions in the new inspections demonstrate that one of the main problems in
the non-existent of open operations, which creates bombed in the execution (Lee, n.d.). So as
national value is considered as one of the genuine factors that affect the E-Government's
achievement. Here are the benefits of the government line
1- Simulation and training from low level to high level e.g. from the municipal level to the
national level.
2- Assigning several tasks in different situations and conditions e.g. crisis management,
dealing with terrorist attacks, disease breakouts, firefighting, traffic control, and city
planning, etc.
3- Enables scenarios to run over again and again.
4- Simulations games enable many types of first responders e.g. police, medical personnel,
and firefighters, etc. to practice certain situations before they occur in reality and are
dangerous to deal with in reality without practice.

6 Military Usage of Serious Games

The military has a history of using games for training purposes. This way is very old, in oldest war
games boards were used like ‘Wei Hei’ from china while ‘chaturanga’ from India, both of these
are about four hundred years ago. These games contained simple rules and allowed officers to

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practice the best plans for battles that have developed next-level tough simulators for helicopters,
tanks, and group training (Preston, 2014). Here provided some of the assessments for which the
military can do practice by using serious games:
1- Battle drills
2- Planning for mission and rehearsing
3- Convoy training mission
4- Organizing, initiating and disorganizing patrolling
5- Tactical security
6- Visualization of battlefield
7- awareness for tactical situations
8- TTP (techniques, tactics, and procedure)
9- Removing impurities of team drills and SOPs (standard operating procedures).
10- Controlling area and vehicle checkpoint

7 Educational Usage of Serious Games

Educational games come into the wide use after the 1990s, with the evolution of multimedia PCs
although theses games were created and used many years before but not in the wide range. This
was the time at which educational games and software were evolved. But interest in these kinds
of games was decreased very soon because of the quality of the games and also due to the
increase in the internet with time.
Considering renewed interest in serious games the game developing companies changed their
approach from skill and drill interactive learning to the constructionist approaches. Research is
proving the positive effects of educational games on the students (Mitgutsch, 2011). Here are
some listed benefits of serious games in the field of education.
1- Developing several skills
2- Promoting strategic thinking, group decision making.
3- Developing negotiation and communication skills.
4- Improving self-esteem
5- Stimulating the mind
6- Personal development
7- Quick feedback on performance
8- Interactive nature
9- Unique model (involving technical knowledge)

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8 Usage of Serious Games in Health Care

Usage of serious games for health purpose and in health care was common before and getting a
serious type of success but now they are getting common more and more and now there exist a
variety of health care games. As per my ‘Ben Sawyer' games in this area will get more success
than any other area in the coming years. As shown by the various experiences games can have
direct or either in direct psychological effect on humans (Sliney, 2011). Here are the few benefits
of health care serious games on individual health:
1- Improves physical fitness (many games improve the physical condition and make the
individual active like Dance Dance Revolution game).
2- Providing education in health directed care (like hungry Net Planet game)
3- Distraction therapy (some games are used as distraction tools like to distract the ill
children so that they can avoid or deal with the pain.
4- Rehabilitation and recovery (games also have their use in the quick recovery of
various conditions and situations)
5- Simulating and training (e.g. surgical training)
6- Diagnosing the mental illness/condition and its treatment
7- Cognitive functioning
8- Controlling games, these kinds of games are with biofeedback equipment (sensors
that can measure the skin conductance and heart rate)

9 Conclusion

Games are highly addictive and can provide a positive and negative impact on the receiver
depending upon the goal set by the player. Games can be beneficial and can be harmful
depending upon its usage. Serious games can be interesting and fun provides. These games
can be used for learning, training, practices which can excite students and employees and military
and to return again and again. Well-developed games let players grasp complex concepts and
help in developing new skills (Teles, 2017). In the world of games, feedback is quick they can
immediately inform you about your mental health, you are winning and losing. You can know
either you are progressing towards the goal or falling apart. In short, games are helping individuals
to develop the skills most need for thinking and for communicating effectively with their peers.

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Everything that has a positive side also has some negative side. Games can do have negative
impacts on one’s health as well. Excessive playing can make you fatigue, effect visualization can
make you isolated. It can make you aggressive and such many more but still it depends upon the
player’s goal behind playing the game (Weina, 2015). So, games must be played for its positive
benefits to get positive impacts from it.

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3rd World Farmer
Title
The title of the game is 3rd World Poultry Farm. As the title reveals the game is about poultry farm
that is somewhere in the 3rd world African country.

The target age of the players


This game usually targets people from the age of 25 to the age of 60s. this is the age in which the
individual is in his full senses and nerves and can take his good decisions. As this game requires
maturity and seriousness so this age is the best suit for this game.

Learning Outcomes
This game is about poultry farms that exist somewhere in the Africa country. The person who
owns this farm is very poor and he borrowed money from somewhere for the farm and with that
money, he purchased some chickens and fill his farm with chickens. With time chickens start
dying due to lack of proper food and proper environment. All of his investment is going in vain and
this created a huge amount of pressure on the owner of the farm. Now here lies the most important
element of the game. And now the player must develop useful and serious skills like in his attitude
and behavior. He must develop the abilities and make good decisions to handle the situation and
overcome the loss. Also, there will be a section showing the feedback of the player. He can
observe and improve his progress by considering the condition of the farm and also depends
upon the farm's condition.

Summary of the game


As discussed earlier this game is about a man who owns poultry farm, he borrowed money and
purchased chickens and fill his farms with chickens, everything was going well but after sometime
chickens start dying because of the absence of the proper diet and environment, and his condition
became worse and worse with the passage of time. So, the player has to help the owner by taking
serious and corrective decisions that can make the good condition of the owner and can overcome
the loss. So, this game improves decision skills and also it has an emotional impact on the player.
Usually, these types of games are much easier to play as a player just have to take the right
decision.

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Distinct modes of Gameplay
Some modes of this game are very distinct which makes this game unique and different from
other games. For the very first this is a non-entertaining game it requires good decision skills to
play if you don’t have good decision skills your skills will be improved. As the strategy of this game
is like a real-life strategy so a player will feel as he is in the given situation. and he is going through
this situation. players have to make decisions according to the provided situation and condition.
Unique selling point:
1. This game is non-entertaining and is an educational game.
2. This game has only one scenario to survive like good decision making according to the
situation while other games have so many scenarios.
3. It throws an emotional impact on the player.
4. This game realizes the condition of poor African people to rich people.
5. To meet the game's challenges, players must have the maturity and good decision-making
abilities.

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10 Prototype

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11 References

Assaf, M. (2017). A Platformer Serious Game with Dynamic Learning Contents. Serious Games,
138-145. doi:10.1007/978-3-319-70111-0_13
C. Read, J. (2015). Serious games in education. EAI Endorsed Transactions on Game-Based
Learning, 2(6), 150614. doi:10.4108/eai.5-11-2015.150614
Heidmann, O. (2015). How to create a serious game? EAI EWndorsed Transactions on Game-
Based Learning, 2(6), 150608. doi:10.4108/eai.5-11-2015.150608
Hotte, R., M. Ferreira, S., Abdessettar, S., & Gouin-Vallerand, C. (2017). Digital Learning Game
Scenario - A Pedagogical Pattern Applied to Serious Game Design. Proceedings of the
9th International Conference on Computer Supported Education.
doi:10.5220/0006260300870094
Lee, J., & Liu, M. (n.d.). Design of Fantasy and Their Effect on Learning and Engagement in a
Serious Game. Advances in Game-Based Learning, 197-216. doi:10.4018/978-1-5225-
0513-6.ch009
Mitgutsch, K. (2011). Serious Learning in Serious Games. Serious Games and Edutainment
Applications, 45-58. doi:10.1007/978-1-4471-2161-9_4
Preston, J. A. (2014). Serious Game Development. Proceedings of the 2014 ACM International
Workshop on Serious Games - SeriousGames '14. doi:10.1145/2656719.2656721
Sliney, A., & Murphy, D. (2011). Using Serious Games for Assessment. Serious Games and
Edutainment Applications, 225-243. doi:10.1007/978-1-4471-2161-9_12
Teles Vieira, A. (2017). IMPACT OF LEARNING BADGES IN A SERIOUS
GAME. EDULEARN17 Proceedings. doi:10.21125/edulearn.2017.0528
Weina Jin, Gromala, D., & Xin Tong. (2015). Serious game for serious disease: Diminishing
stigma of depression via game experience. 2015 IEEE Games Entertainment Media
Conference (GEM). doi:10.1109/gem.2015.7377256

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