© 2009

Design and Use of Serious Games

  • Marja Kankaanranta
  • Pekka Neittaanmäki


  • Includes an overview of different aspects of serious games fields from a multidisciplinary perspective

  • Authored by an international group of experts in the field


Table of contents

  1. Front Matter
    Pages i-viii
  2. Game Production

    1. Tuomas Mäkilä, Harri Hakonen, Jouni Smed, Andy Best
      Pages 3-18
    2. Mikael Lebram, Per Backlund, Henrik Engström, Mikael Johannesson
      Pages 19-31
    3. Antti Väätänen, Jaana Leikas
      Pages 33-47
  3. Learning

    1. Ellen Brox, Audun Heggelund, Gunn Evertsen
      Pages 83-96
    2. Minna Klemetti, Olli Taimisto, Paula Karppinen
      Pages 97-105
  4. Social Perspective

    1. Ekaterina Kuts, Carolina Islas-Sedano, Erkki Sutinen
      Pages 127-141
    2. Harri Ketamo, Marko Suominen
      Pages 143-154
    3. Ari Putkonen, Markus Forstén
      Pages 155-167
  5. Technical Applications

About this book


During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.

In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.


Holm Serious Games calculus complexity design development game development game technology game-based learning interface language simulation structured analysis technology user-driven design

Editors and affiliations

  • Marja Kankaanranta
    • 1
  • Pekka Neittaanmäki
    • 2
  1. 1.Institute for Educational ResearchUniversity of JyväskyläJyväskyläFinland
  2. 2.Dept. Mathematical Information TechnologyUniversity of JyväskyläJyväskyläFinland

Bibliographic information

Industry Sectors
Chemical Manufacturing
IT & Software
Consumer Packaged Goods
Materials & Steel
Energy, Utilities & Environment
Oil, Gas & Geosciences


From the reviews:

"Kankaanranta and Neittaanmäki (Univ. of Jyväskylä, Finland) provide an eclectic collection of 13 papers focused on the emerging field of serious games … . The volume is divided into four sections … . The papers are derived from presentations made at a serious games conference held in 2008 at the Univ. of Jyväskylä … . it provides those who are currently engaged in or contemplating serious game development with potentially new insights and issues to consider. Summing Up: Recommended. Researchers/faculty and professionals/practitioners." (A. Chen, Choice, Vol. 47 (1), September, 2009)