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Overview

Serious Games is a term that was coined to describe games that were developed for non-entertainment purposes and had the goal of persuading or educating users. While these games have also been known as edutainment since the early days of games like Oregon Trail (1971) it is only since the advent of political and training games that serious games have come to the attention of the general public. These include the game used by the Howard Dean presidential campaign and the U.S. Army’s first person shooter game, America’s Army in 2004.

Within the last decade serious games research has led scholars to think about games in both an educational and theoretical context. This research has also led some scholars to challenge and stretch the definition of serious games. Where in the past, only serious games have been used as tools of persuasion and education, most (if not all) video games, on some level can be used in the same manner because of the rhetorical strategies that are utilized in their creation.

In recent years we have seen new technologies becoming central to classrooms. Role playing games, simulations, and virtual worlds are being used in English, science, and business classes (just to name a few). These virtual spaces are ripe for student interaction and collaboration. Current research interrogates not only the educational value of such games, but also the ethical challenges that they bring to the fore.

For this reason, the Serious Games Research Forum brings together teachers and scholars who study commercial games that have persuasive ability and serious games in the more traditional sense. The participants are coming together to talk about issues of race and gender in games and the creation of games; cognition, education, and literacy skills and gaming practices; and the use of online virtual worlds as educational environments.

Quick Links

Keynote Address

Books by Gee:
What Video Games Have to Teach Us About Learning and Literacy (2003)

Why Video Games Are Good for Your Soul

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)

Who Should Attend

Universities and Research Centers
Faculty and Researchers interested in research on games and learning
Students interested in gaming and gaming development

Educators
Administrators, teachers and students from grades K-12

Community
Parents of K-12 students

Business and Industry:
Educational training and workforce development representatives

Government
Economic development representatives, legislators and policy makers



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