Skip to main content

Beyond Serious Games: The Next Generation of Cultural Artifacts

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9221))

Abstract

Beyond quizzes, cold simulations, and educational content placed inside non-meaningful games, serious games are evolving and becoming a more mature class of artefacts.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   34.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    “A game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome.” – Katie Salen, Eric Zimmerman, Rules of Play: Game Design Fundamentals (The MIT Press, 2004)

  2. 2.

    “So it’s time to reconsider games, to recognize what’s different about them and how they benefit - not denigrate - culture. Consider, for instance, their ”possibility space“: games usually start at a well-defined state (the setup in chess, for instance) and end when a specific state is reached (the king is checkmated). Players navigate this possibility space by their choices and actions; every player’s path is unique.” – Will Wright, “Dream Machine”, published on Wired, 14/04/2006 – http://archive.wired.com/wired/archive/14.04/wright.html

  3. 3.

    “All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.” – Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (The Beacon Press, 1955

  4. 4.

    “We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.” – Clark C. Abt, Serious Games (University Press of America, 2002 – first ed. 1975)

  5. 5.

    StudioEvil, Relive, in development (http://relivegame.com)

  6. 6.

    Lucas Pope, Papers, Please, 2013 (http://papersplea.se)

  7. 7.

    (http://gamesforchange.org/festival/gameplay/papers-please–2/)

  8. 8.

    (http://www.igf.com/02finalists.html)

  9. 9.

    Paolo Pedercini, “Making Games in a Fucked Up World”, presentation held at the Games for Change Festival 2014 (http://www.molleindustria.org/blog/making-games-in-a-fucked-up-world-games-for-change–2014/)

  10. 10.

    ibid.

References

  1. Anthropy, A.: Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form. Seven Stories Press, New York (2012)

    Google Scholar 

  2. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press, Cambridge (2010)

    Google Scholar 

  3. De Koven, B., A Playful Path. Lulu (2014)

    Google Scholar 

  4. Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. The Beacon Press, Boston (1955)

    Google Scholar 

  5. Koster, R.: A Theory of Fun for Game Design. Paraglyph Press, Scottsdale (2010)

    Google Scholar 

  6. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. The MIT Press, Cambridge (2004)

    Google Scholar 

  7. Sawyer, B., Rejeski, D.: Serious Games: Improving Public Policy Through Game-based Learning and Simulation. Woodrow Wilson International Center for Scholars, Washington, DC (2002)

    Google Scholar 

  8. Schell, J.: The Art of Game Design: A Book of Lenses. CRC Press, Boca Raton (2008)

    Google Scholar 

  9. Wright W., “Dream Machine”, published on Wired, 14/04/2006

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Federico Fasce .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Fasce, F. (2015). Beyond Serious Games: The Next Generation of Cultural Artifacts. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2014. Lecture Notes in Computer Science(), vol 9221. Springer, Cham. https://doi.org/10.1007/978-3-319-22960-7_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-22960-7_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-22959-1

  • Online ISBN: 978-3-319-22960-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics