Commentary: Which name is better - Serious Games or Educational Simulations or...?
There is a new field emerging, dealing with interactive content. I have created examples of it and written books about it, as have many others. But there is no universal name for the space (as in, "For our next program, we will use a ___ approach, or I am going to a conference to learn more about ____").
Here are the top ten:
10. Virtual Experiences: Pros: Captures the essence of the value proposition. Cons: Overlaps with Social Networking (see below).
9. Games: Pros: Unambiguous; unapologetic; every smart animal, from cats to otters to African Greys, see, to play as a way of learning core skills. Computer games (a subsection of all games) are a 10 billion dollar industry, therefore computer games should be in classrooms (other people say it more convincingly than I do). Cons: People play lots of games anyway - what is the value of forcing them to play more; too diverse; would you want your doctor to have learned from a game?
8. Simulations: Pros: Scientific; accurate; really serious. Cons: Includes many approaches that are not instructional (weather simulations) nor engageable; implies one hundred percent predictive accuracy.
7. Social Impact Games: Pros: Convey the nobleness of the cause. Differentiates from the default notion of games as not having a (or having a negative) social impact. Cons: Still emphasizes the tricky word of "games;" doesn't fit in corporate or military cultures; has any social impact game actually had a social impact?
6. Practiceware: Pros: Emphasizes the core of practicing to learn skills. Recalls model of batting cage and driving ranges. Cons: Franken-word; doesn't include a lot of puzzles and more awareness-raising activities; sounds vocational.
5. Game-based learning/digital game based learning: Pros: Spells everything out - game AND learning - any questions? Cons: Sounds dated and academic.
Serious Games? In e-Learning Guild's landmark (and live/ongoing) [survey] of 1,785 corporate, military, and academic practioners, most suggested not using the "serious games" name.
4. Immersive Learning Simulations: Pros: Hits all of the key points. Cons: Doesn't roll of the tongue. Name sounds a bit redundant (wouldn't any two of the three words work just as well?), Sounds expensive (immersive = 3D?).
3. Educational Simulations: Pros: Sponsors like it. Cons: Sounds hard and perhaps too rigorous for casual students.
2. Serious Games: Pros: Nicely ironic; students like it; press loves it - loves it (I mean NY Times and Serious Games should get a room); researchers use it as a way to get foundation grants; most popular handle (see unscientific but anecdotally consistent poll results above). Cons: Sponsors hate it; instructors from academics, corporate, and military hate it; emphasizes the most controversial part of the experience - the "fun" part (i.e. the game elements); often too conceptual (you would never call a flight simulator a "serious game."). Most examples of serious games are neither very serious nor very good examples of games; For better and worse, the successor to edutainment.
1. Sims: Pros: Attractive to both students and sponsors; captures essence; fun. Cons: Also includes computer games in general, as well as one very famous franchise.
Some of the other names include: action learning simulations, performance simulations, interactive strategies, and activities based training.
Social Networking?
And then there is the question of to includes Social Networks or not? Pros: Most people lump Second Life and World of Warcraft into this area on their own. Con: Social networking and simulations should be used very differently and have different value propositions (see Top Ten Missing Features of Second Life). But including social networking adds words such as world, life, or environment, and sometimes virtual.




19 comment(s):
Personally, (and I am an educator), none of the titles speak to me, so I'm not able to complete the poll.
I like Learning Worlds, but then noted that you didn't want to include experiences like SL or WOW (though they have gaming elements within).
Thank you so much for the comment. Do you want to include social networking in your term?
Hi Clark, Graeme from Caspian here. This is a difficult one and it will not be solved overnight. The prevailing term whether we like it or not is "Serious Games" and I am finding that many sponsors or corporates are aware of the term, even if they don't like it and/or are sceptical. One thing we need to be aware of though is that serious games is meant to be more than just games technology within learning, it encompases communication, marketing, healthcare etc etc.
The E-learning guild (with your help amongst oithers) called it Immersive Learning Simulations and I personally think this is more accurate for the learning space.
We decided not to try and create a market definition for others to follow. We have focussed on defining our offering rather than the market. We define what we do as "Performance Simulations". This means that we use 3D games technology to create contextual simulation expereinces but they are focussed on improving both individual and company performance. This seems to resonate with clients.
interestingly enough following on from Alice's post we chose to call our technology "Thinking Worlds".
That probably hasn't helped take the decision forward but thought I would share it anyway :)
At Penn State we decided to go with Educational Games, as in the forming Educational Gaming Commons. We're keeping virtual worlds stuff beside this but separate, as in "The Educational Gaming Commons and Virtual Worlds Community Hub." Way too long, but that's where it's at.
There just is no concise term that captures the richness and variation that exists in this area. Maybe we need to invent a new word.
Hi Clark,
You definitely have touched on a touchy subject. Ironically, as I was really starting to get into the field about 5 years ago, there were only about 4-5 terms that seemed to be floating around. The terminology is certainly multiplying.
The one trick with trying to use either "simulation" or "game" is that the two words really capture different types of systems. There has been a lot of literature that has discussed the differences between the two (Unfortunately, I know from personal experience because I tried to summarize it in my dissertation).
I would concur with others that "Serious Games" seems to be the most widely used...however, I prefer something closer to "Immersive Learning Environment" which doesn't use the dangerous "G" word, but also doesn't limit the systems to a simulation.
Regardless, I appreciate you drawing these names out for discussion. Only through a community of practice can we vet these names and begin to step away from naming the systems to really implementing them on a larger scale.
Ben
Hi Clark,
Can you provide a working definition for Social-Networking? This will help w/ the response to whether I think social-networking should be included in the definition.
On first response, I would say Social Networking is a strategy or a tool for use within games or learning worlds or whatever it we are calling these activities.
Cheers,
Alice BV
Alice,
With regards to social networking, I would define it as:
Sites where the primary information, including articles, pictures, and sometimes sound and videos, are created and submitted by users of the site, instead of paid editors and writers as was the case in early 1999-2001 (now-called “Web 1.0” models). The content is real, relevant, recent, and raw. Content creators feel published, heard, and uncensored. Content creators, when younger people, actively experiment with their own identities.
Users also view the sites as communities to be nurtured. They rate content. They comment on content. They highlight other’s content. They sometimes form personal relationships with other members. They feel ownership of the site, often anonymously shaping it.
As you point out, social networks can use sims, and sims can use social networks.
Today, I prefer learning activities. At a higher level, I like the phrase "activities-based training".
Serious games is a meorable oxymoron, but it does not capture the learning and instructional aspects. Plus it is the title of Abt's book circa 60s.
I prefer to use more specific terminology to identify whether we are talking about an online or nonline activity. I also prefer to use the name of a genre rather than a generic label. When I need a need a generic label, I use "interactive strategies" or "activities based training".
How about "Sims to Game the System"? Use "game" as a verb which gives it a very different and more serious yet rebellious meaning.
Or perhaps "Live-In Idea Processors".
Clark, we haven't met yet, but I hope to do so someday. David Gibson speaks very highly of you, and I have used two of your texts in my courses!
This was a great question. Personally, I really dislike the whole "serious games" label (but then again, you predicted I would as an academic). You summed up the field as "interactive content." OK I see where you're going...but my kids have books, CDs and software that is interactive, but not with other human beings, only the content itself.
Last semester I taught "Games & Simulations," and felt good about the schema we used to breakout the class. Now we're doing "Teaching & Learning in Second Life," and students have "social network" projects as part of their participation. I'm also doing "virtual world design research." lol
So, back to your original question...what is this field? I tend to look at the field as social networking technologies, and virtual worlds as a subset of that field. MMORPGs would overlap somewhat with both of those terms. Maybe you could draw us a simple diagram showing your ideas of how they do/don't overlap :)
Cheers, Lisa Dawley
Hi Lisa,
I added a simple chart about what I would consider the overlap between sims and social networking.
Let me know what you think, and how I can make this site more useful for your class.
Well, I tried my best to extend on your thinking. So much of this is artifical, as there is so much interface between social networking sites, virtual worlds, blogs, wikis, etc. Does this do anything for you?
http://lisadawley.googlepages.com/Simulations.jpg
It is a great chart, Lisa, certainly more interesting than mine. The only thought might be that there might be a direct overlap between virtual worlds and social networks (ah, the hours I have spent shifting text boxes a few pixels to the left or right!).
Yes, you are right on both counts! That would actually support what I said in my prior post. I realized when I tried to put my thinking down in bubbles it was hard to create all the overlap. I think a matrix might be more appropriate.
Hi Clark, John Welsh from Sydac, Australia. The dichotomy here makes it newsworthy and from a marketing perspective (be it commercial or academic) that makes it interesting, raises profile and is a term more easily digested, if not necessarily completely understood. It doesn't really encapsulate much of what its application sets out to achieve in its many guises and that is perhaps why it is so hard to pin down a more appropriate term. Personally I like Immersive Learning. But then that doesn't embody the training or social elements (or perhaps the fun!).
I have previously been involved in the delivery of experiential learning using primarily the outdoors as the learning medium and training environment (yes...I had the pleasure of dropping people off cliffs thus helping them to be better people for it). Originally (and still) called Outdoor Development the name itself doesn't really encapsulate all it delivers (after all it could just as easily refer to horticultural activity). However, it sounds good and has worked well.
Immersion, experiential, social, simulations, learning and training (amongst others) should all appear within the "title" but they can't (or they could but it would be a struggle - Experientially Immersive Social Simulations for Learning & Training that can be Fun - EISS4LT(F) for short).
"I develop Serious Games." "Serious Games - sounds a bit weird! What's that all about then?". "Well, let me tell you..."
A better, more sophisticated name will come in time. For now probably better not to muddy the waters any more by creating too many variations or confusing even ourselves - and we already know what we're talking about (well...most of the time!).
Lisa's chart looks great by the way - a useful way to simply present a complex idea.
Hi John,
I appreciate your comment. But I even more appreciate your experience of getting people to "do" new things, not just learn.
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