严肃游戏(serious game)或功能游戏(applied game)是一种设计上的主要目的非纯粹是娛樂的游戏。这个“严肃”通常指用于防卫、教育、科学探索、医疗保健、应急管理、城市规划、工程、政治等行业的电子游戏。这类游戏与模拟类游戏相似(如飞行模拟和),但更强调趣味与竞争性带来的教育价值。
历史
至少从二十世纪以来,教育界就开始使用游戏。纸质教育游戏在20世纪60年代和70年代开始流行,但在“”教学运动中渐渐淡出。(回归基础教学运动是始于20世纪70年代的教学方式转变,当时学生在标准化考试中得分不足,而且学习太多选修课。这个运动希望把学生的注意力集中在阅读、写作和算术上,并加强课程。)
21世纪初期,多种类型的教育游戏出现激增,尤其是为那些年轻学习者所设计的游戏。这些游戏中有许多并非基于计算机,而是以其他形式呈现一些传统游戏系统的模型。1999年,LeapFrog Enterprises推出LeapPad,它是一本互动书与一个墨盒的组合,孩子们玩游戏时可以与纸质书籍互动。随着任天堂Game Boy等传统掌上遊戲機的普及,他们还在2003年推出了名为Leapster的手持游戏系统。
2018年2月24日,腾讯宣布今年起开始全面布局“功能游戏”,计划推出传统文化、前沿探索、理工锻炼、科学普及和亲子互动五大类功能游戏产品,将陆续对外发布。
参见
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- 模拟经营游戏
- 教育電子遊戲
- 寓教于乐
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- 遊戲化
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- 学习对象
- 樂高認真玩
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参考资料
拓展阅读
- Abt, C. (1970). Serious Games. New York: The Viking Press.
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- Egenfeldt-Nielsen, Simon. [https://web.archive.org/web/20120610101344/http://media.seriousgames.dk/downloads/the_basic_learning_approach.pdf The basic learning approach behind Serious Games]. April 2005
- Egenfeldt-Nielsen, Simon. [https://web.archive.org/web/20120610102240/http://media.seriousgames.dk/downloads/game-overview.pdf Overview of research on the educational use of video games]. March 2006
- Graafland, M., Schraagen, J. M., Schijven, M. P. [http://onlinelibrary.wiley.com/doi/10.1002/bjs.8819/pdf Systematic review of serious games for medical education and surgical skills training].
- Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali. [http://www.sciencedirect.com/science/article/pii/S187704281202201X The Serious Game: What Educational Benefits?]. Sep 6, 2012
- Jalink, M.B., Goris, J., Heineman, E., Pierie, J.P., ten Cate Hoedemaker, H.O. [http://www.sciencedirect.com/science/article/pii/S0002961014001421 The effects of video games on laparoscopic simulator skills.].
- 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.
- Mettler, T., Pinto R. (2015). [http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=7078846&url=http%3A%2F%2Fieeexplore.ieee.org%2Fxpls%2Fabs_all.jsp%3Farnumber%3D7078846 Serious games as a means for scientific knowledge transfer - A case from engineering management education]. IEEE Transactions on Engineering Management, 62(2), 256-265.
- Reeves, Byron; Reed, J. Leighton (2009). [https://web.archive.org/web/20100906033500/http://www.totalengagement.org/ Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete]. Boston: Harvard Business School Publishing.
- "[http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2393509 Winners & Learners: Classroom Discourse Surrounding Educational Games]" by Kristen Shanahan
- [http://journal.seriousgamessociety.org/index.php?journal=IJSG 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.
- Zyda, M. (September 2005). "From visual simulation to virtual reality to games". IEEE Computer.
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