Summary
In the US, major corporations, government and military institutions, foundations, educators, and non-profits are turning to games and commercial entertainment technologies as a new approach to simulations, training, education, and other practical applications. The result is a new field where computer and video games are applied to serious purposes - other than entertainment. The Serious Games Summit in San Francisco in March 2005 was a two-day event that covered the intersection of games, learning, policy and management. Research has shown that 60% of the US population has played games in the last six months and, contrary to conventional wisdom, 43% are female. It would be wishful thinking that anywhere near that percentage had actually done any kind of learning programme in the last six months. So serious games are certainly an excellent way to get people actively involved in learning, and eventually overcome the main weakness of e-learning - which is that not enough people are motivated to do it.
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Extract
Why Games Are so Serious
The number of nonentertainment games under development is rapidly increasing and demand for the ideas, skills and techniques used in commercial entertainment games is at an all time high. As a result, an entirely new market has emerged: 'serious games'. In March 2005 they had a summit in San Francisco; th...
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