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Serious game

A game in which learning is the goal and play is the means

01 Definition

A serious game is a game designed to teach or to change behaviour rather than primarily to entertain. It carries the marks of a game, a goal, rules, constraints, feedback and usually a score, but the content comes out of the player’s own reality.

02 Why it matters

A test measures whether somebody knows the answer. A game shows what somebody does when time is short and the information is incomplete. For procedures that are known on paper yet still go wrong in practice, that difference is the whole reason to build one.

03 In practice

Serious games pay off best on decisions under pressure: a shift handover missing information, an alarm that can be read more than one way, a choice between carrying on and shutting down. They are precisely unsuitable for pure knowledge transfer, where an e-learning module is faster to build and cheaper to maintain. The design costs more than a module, so the question up front is whether the behaviour really is stubborn enough.

04 Related solutions
05 Frequently asked questions
What is the difference from gamification?
Gamification adds game elements such as points and badges to something that is not a game, an e-learning module for instance. A serious game is the game itself: the learning content sits in the game mechanics, not in a layer around them.
Do employees take a game seriously?
If the situation is recognisable, yes. Experienced specialists see straight through a generic scenario, but an environment with their own installation, their own terminology and a mistake they once nearly made themselves gets taken up competitively.
How do you measure the effect?
Serious games produce richer data than a test: which choice was made first, where people hesitated, which mistake recurs across the whole shift. Those patterns are usable for targeted coaching, and that is generally worth more than the score itself.
06 Related terms

Want to apply Serious game in your own training programme?

We are happy to think along about the approach that fits your installation, your audience and your timeline.

M

Milan

Business development, STARK Learning