There’s a term you need to know if you serve in children’s ministry: serious game
Especially if you’ve ever played Rayman Raving Rabbids, you might be wondering, “Serious games? How can a game be ‘serious’?”
Serious games have been around for since the 1960′s and with the growing use of digital games in homes and schools, have become even more popular with the children in our ministries. Researchers cannot decide on a simple definition for serious games (or the extent of their reach), so I’ll give you a list of definitions from various books and reports:
• “Serious game: a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives” (Zyda, M., 2005. From visual simulation to virtual reality to games. Computer, 38(9), 25-32.)
• Serious Games are defined as digital games and equipment with an agenda of educational design and beyond entertainment (Sorensen, b.H. & Meyer, b., 2007. Serious games in language learning and teaching-a theoretical perspective. in Proceedings of the 2007 Digital Games research Association Conference. pp. 559-566.)
• “the label [serious games] refers to a broad swathe of video games produced, marketed, or used for purposes other than pure entertainment; these include, but are not limited to, educational computer games, edutainment and advertainment [...] and also health games and political games. [...] in theory, any video game can be perceived as a serious game depending on its actual use and the player’s perception of the game experience.” (Egenfeldt-Nielsen, S., Smith, J.H. & Tosca, S.P., 2008. Understanding Video Games: The Essential Introduction, Routledge.)
• “There is no one single definition of the term “serious games”, although it is widely accepted that they are games “with a purpose”. in other words, they move beyond entertainment per se to deliver engaging interactive media to support learning in its broadest sense.” (Stone, b., 2008. Human Factors Guidelines for interactive 3D and Games-based training Systems Design. Available at: www.eece.bham.ac.uk/Default.aspx?tabid=154 [Accessed April 14, 2010)
Part of our role as children’s and family ministry leaders is to see and understand the cultural landscape the kids in our ministries are developing in. Serious games play a role in this development and we need to be aware of it. I’ll be posting more next week!