A serious game or applied game is a
game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
designed for a primary purpose other than pure
entertainment
Entertainment is a form of activity that holds the attention and Interest (emotion), interest of an audience or gives pleasure and delight. It can be an idea or a task, but it is more likely to be one of the activities or events that have deve ...
. The "serious" adjective is generally prepended to refer to
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with
simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
generally, including
flight simulation and
medical simulation, but explicitly emphasizes the added
pedagogical
Pedagogy (), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political, and psychological development of learners. Pedagogy, taken ...
value of
fun and
competition
Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, indi ...
.
History
The use of games in educational circles has been practiced since at least the twentieth century. For example,
Lizzie Magie created a game called ''
The Landlord's Game'', a predecessor of
Monopoly
A monopoly (from Greek language, Greek and ) is a market in which one person or company is the only supplier of a particular good or service. A monopoly is characterized by a lack of economic Competition (economics), competition to produce ...
, in 1903.
Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the
Back to Basics teaching movement. (The Back to Basics teaching movement is a change in teaching style that started in the 1970s after student scores declined on standardized tests and students were alleged to be exploring too many electives. This movement wanted to focus students on reading, writing and arithmetic and intensify the curriculum.)
Clark C. Abt is credited for coining the term "serious games" in the 1970s, defined as games that have an "explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement." Abt also recognized that this "does not mean that serious games are not, or should not be, entertaining."
The early 2000s saw a surge in different types of educational games, especially those designed for the younger learner. Many of these games were not computer-based but took on the model of other traditional gaming systems both in the console and hand-held formats. In 1999,
LeapFrog Enterprises introduced the
LeapPad, which combined an interactive book with a cartridge and allowed kids to play games and interact with a paper-based book. Based on the popularity of traditional hand-held gaming systems like
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's
Game Boy
The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
, they also introduced their hand-held gaming system called the
Leapster in 2003. This system was cartridge-based and integrated arcade–style games with educational content.
Also in the 2000s, educational games saw an expanse into
sustainable development
Sustainable development is an approach to growth and Human development (economics), human development that aims to meet the needs of the present without compromising the ability of future generations to meet their own needs.United Nations General ...
with titles such as Learning Sustainable Development in 2000 and Climate Challenge in 2006.
Other directions for serious video games beyond education began to emerge in the early 2000s, with ''
America's Army
''America's Army'' is a series of first-person shooter video games developed and published by the U.S. Army, intended to inform, educate, and recruit prospective soldiers. Launched in 2002, the game was branded as a strategic communication devic ...
'' in 2002 as an early example. The game was a
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
developed by the
United States Army
The United States Army (USA) is the primary Land warfare, land service branch of the United States Department of Defense. It is designated as the Army of the United States in the United States Constitution.Article II, section 2, clause 1 of th ...
as a recruitment tool, and later used as an early training tool for new recruits.

By 2010, serious games had evolved to incorporate actual economies like ''
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
'', in which users can create actual businesses that provide virtual commodities and services for
Linden dollars, which are exchangeable for US currency. In 2015, Project Discovery was launched as a serious game. Project Discovery was launched as a vehicle by which geneticists and astronomers with the University of Geneva could access the cataloging efforts of the gaming public via a mini-game contained within the ''
Eve Online''
massively multiplayer online role-playing game
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
As in role-playing games (RPGs), the player assumes the role of a Player charac ...
(MMORPG). Players acting as
citizen scientists categorize and assess actual genetic samples or astronomical data. This data was then utilized and warehoused by researchers. Any data flagged as atypical was further investigated by scientists.
In 2025, the educational game
Snakeleev' was introduced. Inspired by the classic ''
Snake
Snakes are elongated limbless reptiles of the suborder Serpentes (). Cladistically squamates, snakes are ectothermic, amniote vertebrates covered in overlapping scales much like other members of the group. Many species of snakes have s ...
'' game, Snakeleev is designed to help students learn the periodic table of elements through interactive gameplay. Players guide a snake to "consume" chemical elements, identified by their symbols, and classify them into thematic "diets" related to real-world applications such as smartphone components and critical materials. The game's effectiveness as a learning tool was evaluated in a peer-reviewed study published in the ''
Journal of Chemical Education
The ''Journal of Chemical Education'' is a monthly peer-reviewed academic journal available in both print and electronic versions. It is published by the Division of Chemical Education of the American Chemical Society
The American Chemical S ...
''.
Applications
Adult education
Real simulations and simulation games provide the user with the opportunity to gain experience. Actions generated from knowledge can be tested here according to the
trial and error principle. Theoretical knowledge can either be acquired beforehand or imparted during the game, which can then be tested in a virtual practice. There is an educational policy interest in the professionalisation of such offers. With the research project NetEnquiry, the Federal Ministry of Education and Research supports a corresponding research project for education and training, implemented here with the focus on mobile learning. In addition, there is an increasing incorporation of serious games within university curricula which students can use to consolidate learning or enhance knowledge.
''The News Game'', with 100 headlines and stories, you guess if real or fake news, testing deduction and current affairs knowledge.
Art games
An ''
art game
An art game (or arthouse game) is a work of Interactive art, interactive new media art, new media digital art, digital software art as well as a member of the "art game" subgenre of the serious game, serious video game. The term "art game" was ...
'' uses the medium of computer games to create interactive and multimedia art. For the first time, the term was described scientifically in 2002 to emphasize games that attach more importance to art than to game mechanics. Mostly they convince by a special aesthetics and atmosphere and use the interactivity for creativity and the thought stimulation of the player. Art created by or through computer games are also called art games.
Exercise therapy
These include serious games that animate the player to
sport
Sport is a physical activity or game, often Competition, competitive and organization, organized, that maintains or improves physical ability and skills. Sport may provide enjoyment to participants and entertainment to spectators. The numbe ...
and movement. For example, hand-eye coordination and upper body muscles can be trained using ''
Wii Sports'', regardless of age and physical disabilities, alone or with others. Even simple
Jump-'n'-Run games can have an educational purpose, depending on the user. They are partly used in rehabilitation therapies to restore the user's finger mobility, reaction speed and eye-finger coordination.
Health
On the one hand, the health sector includes digital games for the professional area of doctor training, e.g. to train an operation or to impart specialist knowledge, and on the other hand they address the private end user who uses them, for example, as motivation tools for a healthier lifestyle, nutrition or for rehabilitation purposes. In addition, Serious Games can be used as a training measure for patients who acquire knowledge about their clinical pictures and possible therapy options. There is also an increasing use of serious games in health education programs.
On 15 June 2020, the
Food and Drug Administration
The United States Food and Drug Administration (FDA or US FDA) is a List of United States federal agencies, federal agency of the United States Department of Health and Human Services, Department of Health and Human Services. The FDA is respo ...
approved the first video game treatment, a game for children aged 8–12 with certain types of
ADHD
Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterised by symptoms of inattention, hyperactivity, impulsivity, and emotional dysregulation that are excessive and pervasive, impairing in multiple ...
called ''
EndeavorRx''. It can be downloaded with a prescription onto a mobile device, and is intended for use in tandem with other treatments. Patients play it for 30 minutes a day, 5 days a week, over a month-long treatment plan.
Intelligence
Board games have been used to train employees of
intelligence agencies. For example, the
Sherman Kent School for Intelligence Analysis, an arm of the
Central Intelligence Agency
The Central Intelligence Agency (CIA; ) is a civilian foreign intelligence service of the federal government of the United States tasked with advancing national security through collecting and analyzing intelligence from around the world and ...
, uses ''Kingpin: The Hunt for El Chapo'', a two-player game where one player represents drug trafficker
Joaquín Guzmán and his cartel while the other one plays as law enforcement agencies who aim to capture Guzmán. During a lesson, students play the game twice, once as law enforcement, once as the cartel, and the instructor periodically gives each player useful information. Due to time constraints, the games the CIA uses are not always designed to be played in their entirety. Instead, the goal is to teach the prospective analysts how to figure out which information is useful and when to act on it.
Military games
Games like
America's Army
''America's Army'' is a series of first-person shooter video games developed and published by the U.S. Army, intended to inform, educate, and recruit prospective soldiers. Launched in 2002, the game was branded as a strategic communication devic ...
are training simulations that are used in the training and recruitment of soldiers. The games try to represent warfare as realistically as possible in order to familiarize users with the dangers, strategies, weapons, tactics and vehicles.
Politics, culture and advertising

Persuasive games are developed for advertisers, policy makers, news organizations and cultural institutions. They are politically and socially motivated games that serve social communication. They cover areas such as politics, religion, environment, urban planning and tourism. The aim is to lead to create a demand for product due to a generated positive exposure to the product in the game or introduce new ways of thinking through experience.
Product creation games
The aim here is to give the user an understanding of a company's products. The user can test the products in a simulation under real conditions and convince themselves of their functionality. Technical basics, handling and security risks can be taught to the user.
Recruitment games
This type of serious games is intended to bring the user closer to tasks that would otherwise be less in the limelight.
Companies
A company, abbreviated as co., is a legal entity representing an association of legal people, whether natural, juridical or a mixture of both, with a specific objective. Company members share a common purpose and unite to achieve specifi ...
try to present and profile themselves through such games in order to attract apprentices and applicants. Future tasks will be presented and carried out in a large context, for example "TechForce", in which various technical areas are combined into an end product with the aim of winning a race.
Scientific tool
In 2021, Heather R. Campbell, a graduate student at the University of Kentucky, published her doctoral dissertation, ''Towards a Holistic Risk Model For Safeguarding the Pharmaceutical Supply Chain: Capturing the Human-Induced Risk to Drug Quality''.
In this work, Campbell developed a virtual pharmaceutical manufacturing plant and used the flexibility of video games to develop various real-life scenarios. The scenarios were then played by humans under different motivating objectives through a series of experiments. The results allowed Campbell to gather useful information on what might be the next threat to the pharmaceutical supply chain. The results showed promise for video games' future as a scientific data collection tool and was featured in a Bloomberg Prognosis Article.
Security
Serious games in the field of security are aimed at disaster control, the defense sector and recruitment. Public, private and municipal institutions, such as fire brigades, police, Federal Agency for Technical Relief (Technisches Hilfswerk - Germany THW), DRK as well as crisis centres and NGOs benefit from them. Scenarios such as natural disasters, acts of terrorism, danger prevention and emergency care are simulated. Challenges such as acting under time and pressure to succeed can thus be realistically tested with fewer resources and costs. This area formed the second focal point. An example of serious games from this sector is the ''Emergency'' game series or the possibility to explore the response of communities in a game in disaster management. Psychological effect that exist in real life-threatening situation are not realistic in a serious game but the training in a serious game and exposure to the requirements and constraints in disaster management can prepare to a better response of the teams in a real
disaster management case and lead to an improved risk mitigation strategies.
Youth education
The user is given tasks and missions that they can only solve with the knowledge that they will gradually discover during the game. The theoretical aspects of the game are always taught in small quantities at the right time to be able to solve the next task and thus test the theoretical approaches in practice.
See also
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Brain fitness
*
Business game
*
Business simulation game
*
Educational video game
*
Edutainment
Educational entertainment, also referred to by the portmanteau edutainment, is media designed to education, educate through entertainment. The term has been used as early as 1933. Most often it includes content intended to teach but has inciden ...
*
Games and learning
*
Game with a purpose
*
Games for Change
*
Gamification
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and ...
*
Gamification of learning
*
Global warming game
*
Innovation game
*
Intelligent tutoring system
An intelligent tutoring system (ITS) is a computer system that imitates human tutors and aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. ITSs have the comm ...
*
International Simulation and Gaming Association
*
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". The term is credited to Wayne Hodgins, and dates from a working group in 1994 bearing the name. The c ...
s
*
Lego Serious Play
*
List of educational video games
*
Reacting games
*
Serious Games Showcase and Challenge
*
Serious Leisure
*
Serious play
* State of Play (conference series)
*
Technology and mental health issues
*
Transreality gaming
References
Further reading
Joy e as Letrinhas um Serious Game como ferramenta de auxílio no processo de alfabetização de crianças do ensino fundamental.
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Abt, C. (1970). Serious Games. New York: The Viking Press.
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*Egenfeldt-Nielsen, Simon
The basic learning approach behind Serious Games April 2005
*Egenfeldt-Nielsen, Simon
Overview of research on the educational use of video games March 2006
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*Lang, F., Pueschel, T. and Neumann, D. (2009). "Serious Gaming for the Evaluation of Market Mechanisms", Proceedings of the International Conference on Information Systems (ICIS) 2009.
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* Reeves, Byron; Reed, J. Leighton (2009)
Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete Boston: Harvard Business School Publishing.
*Routledge, Helen (2015).
Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations. Palgrave Macmillan.
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The International Journal on Serious Games a scientific Open Access Journal, first issue January 2014.
*Thompson D, Baranowski T, Buday R et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game. Simulation Gaming August 2010 vol. 41 no. 4 587–606.
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