Why so serious? On the relation of serious games and learning

Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be.

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Field Value
Source Journal for Computer Game Culture
Author Breuer, Johannes, Bente, Gary
Maintainer CCSD
Last Updated May 20, 2026, 13:34 (UTC)
Created May 20, 2026, 13:34 (UTC)
Identifier hal-00692052
Language en
Rights https://about.hal.science/hal-authorisation-v1/
contributor Institute of Communication Studies ; Universität Hohenheim = University of Hohenheim
creator Breuer, Johannes
date 2010-05-20T00:00:00
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harvest_source_id 3374d638-d20b-4672-ba96-a23232d55657
harvest_source_title test moissonnage SELUNE
metadata_modified 2025-03-17T00:00:00
set_spec type:ART