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Serious Games: Games That Educate, Train, and Inform

โœ Scribed by David Michael, Sande Chen


Publisher
Course Technology PTR
Year
2005
Tongue
English
Leaves
313
Edition
1
Category
Library

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โœฆ Synopsis


This book is exactly what I hoped for when I ordered it from Amazon. In fact, it is much more. The first part, in three chapters, talks about new opportunities for game developers, defines serious games, and talks about design and development issues.

Then the book surprises. It has entire chapters on EACH of the following: Military Games, Government Games, Educational Games, Corporate Games, Healthcare Games, and a chapter on Political, Religious, and Art Games.

Following final thoughts, the book surprises again. The appendices are world-class. Appendix A is a tremendous listing of Conferences (13 in all), and Organizations (6), Contests (1, Hidden Agenda, $25K prize--we need MORE); web sites (6, less impressive than I hoped), and publications (5). Appendix B is a survey with results, and Appendix C is a very fine bibliography as well as a very helpful Glossary of terms in the field, and an index.

Ever since I saw the US Army sponsor the Serious Games summit, and then saw the emergent success of Games for Change, I realized that we were at the beginning of a major explosion of innovation that could change the world.

In my view, Serious Games need to become the new hub for life-long education, for inter-cultural understanding, and for simulating belief systems, including evil belief systems, at both the macro and micro neuroscience levels. The Earth Intelligence Network was just created this year in order to feed free real-world public intelligence to all Serious Gamers as well as to Transpartisan policy and budget developers.

In my humble opinion, Serious Games is the next big leap in the global Internet, especially when integrated with the Way of the Wiki such that open source software standards can allow games on every threat, every policy, every budget, every location, to interact and to empower the public with tools for sense-making and consensus-building that were once limited to a small elite.

This book was everything I hoped for, and much more. I am not now and never intend to be a game developer. I want to see Serious Games expand from isolated toy-like games that focus on one small issue in isolation, to a vibrant "Co-Evolution" Sphere that in an increasingly accurate representation of the Earth, past, present, and future. This book is my ground zero in observing this field, and I have very high hopes for the future of Serious Games.


๐Ÿ“œ SIMILAR VOLUMES


Serious Games: Games that Educate, Train
โœ David R. Michael; Sande Chen ๐Ÿ“‚ Library ๐Ÿ› Thomson Course Technology ๐ŸŒ English

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Ex

Serious Games: Games That Educate, Train
โœ David Michael, Sande Chen ๐Ÿ“‚ Library ๐Ÿ“… 2005 ๐Ÿ› Course Technology PTR ๐ŸŒ English

Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. ?Serious Games: Games That Educate, Train, and Inform? teaches game developers how to tap into the rapidly expanding market of serious games. Ex