Serious gaming

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* Serious_gaming (dutch)

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General

Long before the term "serious game" came into wide use with the Serious Games Initiative in 2002, games were being developed for non-entertainment purposes. The continued failure of the Edutainment space to prove profitable, plus the growing technical abilities of games to provide realistic settings, led to a re-examination of the concept of serious games in the late 1990s. During this time, a number of scholars began to examine the utility of games for other purposes, contributed to the growing interest in applying games to new purposes. Additionally, the ability of games to contribute to training expanded at the same time with the development of multi-player gaming.

Serious game initiative

The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy.

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