
Title
Media Technology Series 5 Serious Games
Size
236 pages, A5 format
Language
Japanese
Released
March 18, 2024
ISBN
978-4-339-01375-7
Published by
Corona Publishing
Book Info
See Book Availability at Library
Japanese Page
Serious Games is an introductory guide for readers interested in using games to address educational and social challenges. "Serious Games," defined as games designed to solve societal problems, go beyond traditional entertainment and explore the diverse potential of games. This book provides a comprehensive overview of serious games, including its origins, historical developments, applications, and emerging initiatives across various fields.
Serious Games was written for a broad audience, including students, researchers, developers, and educators interested in game development and its use in educational or societal contexts. It aims to act as an accessible entry point into serious games and gamification, making it enjoyable and engaging to acquire foundational knowledge for practice in these areas. As a textbook for university courses, the book clearly explains core concepts and incorporates real-world examples to enhance understanding. Specialized discussions guide researchers toward richer literature. Developers will gain practical insights from specific case studies of game development methods and implementation challenges.
Serious games emerged as a significant movement in the early 2000s due to the rapid evolution and widespread adoption of digital game technologies. Previously limited to educational contexts, games began to be applied to a broader range of societal themes, thereby significantly expanding their potential. By the 2010s, the broader concept of "gamification" was introduced, further accelerating the social application of games. During this time, collaboration among researchers and developers flourished, with substantial investments in funding and resources leading to the establishment of research projects worldwide. This period also saw the rise of companies specializing in serious game development and the establishment of dedicated research centers, contributing to the remarkable growth and progress in this field.
A distinctive feature of this book is its comprehensive review of the societal significance of serious games and global trends that have shaped the field. It also provides an in-depth examination of subsequent developments. Today, games and gaming technologies are applied to address social issues in diverse areas such as education, healthcare, welfare, and regional revitalization. This book highlights examples of these applications and their outcomes, while offering practical perspectives that draw on past experiences and adapt to changes in technology and society.
As technology advances, the scope for societal applications of games is expected to expand. This book aims to provide readers with foundational knowledge to navigate new challenges and contribute to ongoing discussions of serious games and more. This book hopes to inspire readers to explore the transformative potential of games for solving real-world problems with meaningful impacts.
(Written by Toru FUJIMOTO, Associate Professor, Interfaculty Initiative in Information Studies / 2024)