SERIOUS GAMES YIELD SERIOUS BENEFITS AND PROFITS

Posted on July 29, 2009 by

The phenomenon of serious on-line games, defined as games not just for entertainment but also for improving some aspect of learning is finding its way into almost every aspect of American business and government and has already been shown to be of significant benefit in ramping up skills and communication and a major profit engine to the tune of nearly $2.0 billion worldwide.

Serious on-line video games with modern 3D graphics are being used in medicine to safely train physicians, the military to prepare soldiers for warfare, by big pharma in research and drug development and more.

One example of an animation serious game is being developed by TruSim, a division of Blitz Games. The demonstrator presents a scenario involving an explosion in a busy urban area and the player becomes the medic arriving at the scene and is tasked with sorting the casualties.

In dentistry, Novint technologies has created a game involving a vitual patient using an interface simulating a visual simulation allowing player to gain drilling experience with simulated blood and all.

The Best New Serious Videogame for 2007 was Mindhabits (www.mindhabits.com) which has short training segments on how to reduce stress and boost self-esteem.

In schools serious games have already proven to be highly successful. England’s North West Learning Grid launched a game delivered diploma program in IT skills for secondary students and teacher have raved that this has given them new tools to advance students in a highly individualized manner.

Interestingly, according to the Federation of American Scientists, 50% of all Americans and 75% of American heads of households play computer and video games. On average a person age 8-18 spends about 50 minutes per day playing video games.

If you have thoughts on trends in serious gaming, please send them along.

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