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Serious game

Index Serious game

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. [1]

43 relations: Business game, Business simulation game, Citizen science, Cognitive training, Competition, Economy of Second Life, Educational entertainment, Educational video game, Entertainment, Eurographics, Eve Online, Flight simulator, Fun, Game, Game Boy, Games and learning, Games for Change, Gamification, Gamification of learning, Global warming game, Human-based computation game, Innovation game, Intelligent tutoring system, International Simulation and Gaming Association, LeapFrog Enterprises, LeapPad, Leapster, Learning object, Lego Serious Play, Massively multiplayer online role-playing game, Medical simulation, Nintendo, Pedagogy, Reacting games, Second Life, Serious Games Showcase and Challenge, Serious play, Simulation, State of Play (conference series), Transreality gaming, University of Malta, Use of technology in treatment of mental disorders, Video game.

Business game

Business game (also called business simulation game) refers to simulation games that are used as an educational tool for teaching business.

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Business simulation game

Business simulation games, also known as economic simulation games, or tycoon games, are games that focus on the management of economic processes, usually in the form of a business.

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Citizen science

Citizen science (CS; also known as community science, crowd science, crowd-sourced science, civic science, volunteer monitoring, or networked science) is scientific research conducted, in whole or in part, by amateur (or nonprofessional) scientists.

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Cognitive training

The term cognitive training (also called brain training or neurobics) reflects a hypothesis that cognitive abilities can be maintained or improved by exercising the brain, in an analogy to the way physical fitness is improved by exercising the body.

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Competition

Competition is, in general, a contest or rivalry between two or more entities, organisms, animals, individuals, economic groups or social groups, etc., for territory, a niche, for scarce resources, goods, for mates, for prestige, recognition, for awards, for group or social status, or for leadership and profit.

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Economy of Second Life

The virtual world Second Life has its own economy and a virtual token referred to as Linden Dollars (L$).

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Educational entertainment

Educational entertainment (also referred to by the portmanteau neologism edutainment) is media designed to educate through entertainment.

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Educational video game

An educational video game is a video game that provides learning or training value to the player.

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Entertainment

Entertainment is a form of activity that holds the attention and interest of an audience, or gives pleasure and delight.

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Eurographics

Eurographics is a Europe-wide professional computer graphics association.

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Eve Online

Eve Online (stylised EVE Online) is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games.

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Flight simulator

A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes.

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Fun

Fun is the enjoyment of pleasure, particularly in leisure activities.

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Game

A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool.

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Game Boy

The is an 8-bit handheld game console which was developed and manufactured by Nintendo and first released on the 100th anniversary of Nintendo in Japan on, in North America on and in Europe on.

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Games and learning

Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.

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Games for Change

Games for Change (also known as G4C) is a movement and community of practice dedicated to using digital games for social change.

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Gamification

Gamification is the application of game-design elements and game principles in non-game contexts.

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Gamification of learning

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.

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Global warming game

A global warming game, also known as a climate game or a climate change game, is a type of serious game.

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Human-based computation game

A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).

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Innovation game

The phrase innovation game refers to a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service.

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Intelligent tutoring system

An intelligent tutoring system (ITS) is a computer system that aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher.

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International Simulation and Gaming Association

The International Simulation and Gaming Association (ISAGA) is an international organization for scientists and practitioners who develop and use simulation, gaming (in the meaning of learning games) and related methodologies: role-play, structured experiences, policy exercises, computer simulation, play, virtual reality, game theory, debriefing, experiential learning, and active learning.

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LeapFrog Enterprises

LeapFrog Enterprises Inc (commonly known as LeapFrog) is an educational entertainment and electronics company based in Emeryville, California.

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LeapPad

LeapPad is a range of tablet computers developed for children.

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Leapster

The Leapster Learning Game System is an educational handheld game console aimed at 4 to 10 year olds (preschool to fourth grade), made by LeapFrog Enterprises.

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Learning object

A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective".

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Lego Serious Play

Lego Serious Play is a facilitation methodology created by the Lego Group and since 2010 is available under an open source community-based model.

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Massively multiplayer online role-playing game

Massively multiplayer online role-playing games (MMORPGs) are a combination of role-playing video games and massively multiplayer online games in which a very large number of players interact with one another within a virtual world.

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Medical simulation

Medical simulation, or more broadly, healthcare simulation, is a branch of simulation related to education and training in medical fields of various industries.

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Nintendo

Nintendo Co., Ltd. is a Japanese multinational consumer electronics and video game company headquartered in Kyoto.

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Pedagogy

Pedagogy is the discipline that deals with the theory and practice of teaching and how these influence student learning.

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Reacting games

Reacting games are educational role-playing games set in the past, with a focus on student debates about great texts.

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Second Life

Second Life is an online virtual world, developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003.

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Serious Games Showcase and Challenge

The Serious Games Showcase and Challenge is a competition and a showcase event that was created to encourage video game developers to create products that are useful for non-entertainment purposes.

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Serious play

The term serious play refers to an array of playful inquiry and innovation methods that serve as vehicles for complex problem-solving, typically in work-related contexts.

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Simulation

Simulation is the imitation of the operation of a real-world process or system.

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State of Play (conference series)

State of Play was a series of six conferences held 2003-2009 and sponsored by the Institute for Information Law & Policy at New York Law School and the Information Society Project at Yale Law School, which dealt with the intersection of virtual worlds, games and the law.

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Transreality gaming

Transreality gaming, sometimes written as trans-reality gaming, also known as Real Life Gaming, describes a type or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa.

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University of Malta

The University of Malta is the highest educational institution in Malta.

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Use of technology in treatment of mental disorders

The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine or eHealth.

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Video game

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.

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Redirects here:

Applied gaming, List of Serious Games, List of Serious Games Developers, Purposive game, Serious Games, Serious games.

References

[1] https://en.wikipedia.org/wiki/Serious_game

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