Abstract
Beyond quizzes, cold simulations, and educational content placed inside non-meaningful games, serious games are evolving and becoming a more mature class of artefacts.
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Notes
- 1.
“A game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome.” – Katie Salen, Eric Zimmerman, Rules of Play: Game Design Fundamentals (The MIT Press, 2004)
- 2.
“So it’s time to reconsider games, to recognize what’s different about them and how they benefit - not denigrate - culture. Consider, for instance, their ”possibility space“: games usually start at a well-defined state (the setup in chess, for instance) and end when a specific state is reached (the king is checkmated). Players navigate this possibility space by their choices and actions; every player’s path is unique.” – Will Wright, “Dream Machine”, published on Wired, 14/04/2006 – http://archive.wired.com/wired/archive/14.04/wright.html
- 3.
“All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.” – Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (The Beacon Press, 1955
- 4.
“We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.” – Clark C. Abt, Serious Games (University Press of America, 2002 – first ed. 1975)
- 5.
StudioEvil, Relive, in development (http://relivegame.com)
- 6.
Lucas Pope, Papers, Please, 2013 (http://papersplea.se)
- 7.
- 8.
- 9.
Paolo Pedercini, “Making Games in a Fucked Up World”, presentation held at the Games for Change Festival 2014 (http://www.molleindustria.org/blog/making-games-in-a-fucked-up-world-games-for-change–2014/)
- 10.
ibid.
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Wright W., “Dream Machine”, published on Wired, 14/04/2006
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Fasce, F. (2015). Beyond Serious Games: The Next Generation of Cultural Artifacts. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2014. Lecture Notes in Computer Science(), vol 9221. Springer, Cham. https://doi.org/10.1007/978-3-319-22960-7_1
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