Differentiates Serious Game From Entertainment Game Information Technology Essay

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These past decades, games have become more and more familiar to people in different ages and also gender. Games have been used for purposes apart from entertainment for a long time. However, now they are becoming recognized as providing a powerful means for learning, both among educators and the game development community.

In recent decades, a new video game genre was born called Serious Games. The term "serious games" is used commonly to mean "games that have serious purposes," that is, not solely for entertainment. The objective of serious games is learnt and plays at the same time. Serious games let player to play while at the same time learning to interest the players in specific topics, teach some specific educational content, or train workers to specific tasks.

Recently, the term "serious games" is becoming more and more popular. A Goggle-search on "serious games" renders about 1090000 hits [2007-01-03]. Serious games usually refer to games used for training, advertising, simulation, or education that are designed to run on personal computers or video game consoles. Besides that, according to Corti (2006, p.1) serious games "is all about leveraging the power of computer games to captivate and engage end-users for a specific purpose, such as to develop new knowledge and skills".

Serious games and virtual world applications offer great potential for learners to step inside the screen of their imagining. This is known as 3D serious games which consist of characteristics related to games in general, the 'seriousness' of games and the 3D world of a serious game. By adding the three spatial dimensions to the concept of serious games provides opportunities for creating a Virtual Environment.

Today, you're more likely to hear someone use the words virtual environment to refer to what the public knows as virtual reality. The concept remains the same which is using computer technology to create a simulated, three-dimensional world that a user can manipulate and explore while feeling in the real world. They would be able to interact naturally with virtual objects and virtual actors whilst "immersed" within a multi-sensory, 3D computer-generated world.

In this paper, I will discuss about what makes serious games so good for learning and also training. Furthermore, will discuss why serious games become more popular in recent decades. Besides, I have found out that there are many different applications area in serious games which are defense, teaching and training, advertising, culture, health, information and more. Moreover, I will discuss about the input devices and output devices for serious games which make it grew popular.

Chapter 2: Serious games

The definition of Serious Games

Serious games are video games with serious purposes such as teaching or training and whose principal aim is education. Serious games aim to be both fun and playable games but at same time be useful for a non-entertainment purpose. Besides, serious games use entertainment principles, creativity, and technology to build games that carry out serious purposes. Furthermore, serious games are stealth learning which means learning transferable content without the player realizing it.

While they are entertaining, the main purposes of serious games are to educate, inform or convince something important to the player. They have the look and feel of a computer game, but they might simulate a real life situation, market a product or help people develop real-life skills and knowledge. Serious games are widely used in a variety of sectors including education and training, health, military, social change, and marketing.

Serious games use entertainment principles, creativity, and technology to build games that carry out serious purposes. They integrate the engagement of video games with the academic and computer simulation worlds, to immerse the player in a safe and entertaining learning environment. Many techniques have been used to improve computer graphics and simulation models in the last few years, leading to the rapid growth in the video games market. At the same time, serious games have capitalized on these advanced technologies to offer more realistic experiences to the player with educational values within them.

History of serious games

The first Serious Games were board games, card games and role-playing games such as the Model United Nations played in many secondary schools or live training exercises carried out by the military or emergency services. The term was first used in print in 1970, in a book written by Clark Abt titled Serious Games (Viking Press) 2. Since the book was written long before the digital age, the author was referring to the use of card and board games.

In year of 2002, the modern age of serious games which defined as intended to teach or allow an experience as opposed to purely entertain. On the 4th of July in 2002, the U.S. Army introduces a video game called America's Army. The application is based on the Unreal Tournament6 (UT) videogame engine and offers simulations of military training exercises and combat missions. The best players in the America's Army will received an official letter which is inviting them to apply for the American army.

Now the America's Army is no longer limited to the PC, with Xbox, Playstation, arcade and mobile phone versions all now available. Besides that, The Woodrow Wilson International Center for Scholars in Washington D.C. launched a "Serious Games Initiative" to encourage the development of games that address policy and management issues. This is an acknowledgement that the term "serious games" has come into wide usage in the gaming community.

In the year of 2005, the definition was updated by Mike Zyda in an article entitled: "From Visual Stimulations to Virtual Reality Games". Mike Zyda defined serious games as a mental contest which 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.

The serious games are said to have arrived in 2002, a number of titles released before this date combine a videogame base with utilitarian elements. Most experts in the field generally consider the first Serious Game to have been developed by Atari in year of 1980, entitled Army Battlezone5. The game was designed specifically for military training.

This is the success games that saving the military millions in costly real-life simulation development. The history above shows that the idea of adding a utilitarian dimension to a videogame base emerged long before 2002. It has been around 30 years earlier before the arrival of the videogame industry.

What differentiates a serious game from an entertainment game?

According to Michael and Chen (2006) discuss that entertainment games generally provide the richest possible experience from their games. But for serious games, it is more important that the model or simulation can be used to solve a problem and it also intended to educate and train people. Besides that, serious games are used in emergency services training, in military training, in corporate education, in health care, and in many other sectors of society.

Moreover, for serious games it is more focus on elements of learning and making a correct workable simulation. Otherwise the simulation will teach the wrong kinds of skills. On the other hand, entertainment games allow players to focus on the fun parts and to use a number of techniques for simplifying the simulation processes. Serious games should respond more to the decisions that made by players than to chance, and therefore randomness may be inappropriate.

What differentiates a serious game from a simulation game?

Simulation games offer an accurate real world situations, physics, and events. Serious games and simulations are very similar, which makes it difficult to differentiate between both of them. Besides, simulation games do not have clear objectives that allow the user to "win". For example, there are no exact goals in the first version of Flight Simulator. Users can simply fly around freely or set themselves an objective, such as flying underneath a certain bridge without crashing.

However, simulation games similar serious games which they can present certain messages. Serious games present a virtual world with rules, and have a series of objectives integrated within the program. The latter defines these applications, and allows users to win. Whereas the simulation games that also present a virtual world with rules, but have no final objectives that allow the user to win.

The similarity between serious games and simulation games is their virtual world and the way in which they can be used to transmit certain values. However, serious games involve an element of assessment and a closed frame of reference as a result of this, whereas simulations games only offer an open approach. So by adding the rules and goal into the simulation games, it becomes a new look of simulation games which is also named as serious games.

Chapter 3: Benefits of Serious Games

Today, serious games can be more effective than traditional training and marketing strategies, because they employ specific game design characteristics that contribute to their ability to help people engage with the game content. Below are the main benefits of serious games which make serious games become more and more famous.

Real experiences

In serious games, the design is just similar to the real world. The use of 3D avatars, 3D environments, animation, objects and audio, give games a real edge over other flat media. The virtual worlds can provide the environments that respond in the same way that the real world respond. It allows the player to get knowledge and experience. The players can move, explore and learn without the dullness of looking on the paper.

Safe environment

Serious game environments are safe in two ways which are the consequences do not have any effect in the real‐world system and games can replace expensive or dangerous experiments. Serious games provide a more safety place to let learner or player to learn. Players can learn by experimenting on multiple solutions. They can try out and discover more information and skill safely.

Besides, they can perform their experiment more confidently without worrying being injured. Because in the real world, making mistakes often brings serious negative consequences, even death. Even the players have made a mistake, he won't hurt anyone in real life, just the points of the player will be deducted or start over the game again.


In the games, player can replay for the part that they are still not understand. It is often possible for the educator to watch or replay complex learner actions during the game, something that would be difficult to achieve in a real-life demo.

Widening participation

Serious games also support multiplayer in the game, in order to let more players to participate. Multiplayer games allow for group problem solving, collaboration, social interaction, negotiation and more which not only allows players to learn from game, it also can learn from each other in the game. Some learners are very shy in the real life which make them can't work in a team or making friends with other. So through the game, they will forget the shyness because is just game. So they can participate in the game and group with others to communicate or learn from each other. Besides that, learners that are excluded from a group due to language and writing difficulties can again be a member.


Serious games will help to increase the motivation levels of the players by providing interesting training methods which are more engaging than the traditional training methods. Unlike traditional training, serious games provide the virtual world environment and the goals are well defined which allow the players to make more progress toward learning objectives.

Reduced cost

The development cost for traditional simulators usually cost millions of dollars. The cost not only for develops, but also for deploy. Besides that, traditional simulators generally require the procurement of specialized hardware. Instead of volumes of media or computers for high-end simulators, serious games require nothing more than a DVD or even a single CD-ROM, exactly like traditional computer and video games require.

By using the existing infrastructure, game developers can develop games that simulate battles, processes and events, which are similar with real world. So by creating serious games, it will reduce the spending on costly equipment and resources that needed in the real world. Besides that, serious games can reduce the cost of building a training spot for the trainees, which is so costly.

Apart from this, the corporation can train the trainees by using the serious games without hiring any tutor for the training. Because the trainees may proceed the training by just follow the instructions in the games and complete the task that is given. If they are failed to achieve the goal, they can start over again whereas in real world they need additional training resources and fees to re-complete the goal again. Besides that, the trainees can learn at home and no need to travel far for the training. So without travelling to the training spots, it can reduce the use of costly for the travel fees.

Chapter 4: Serious Games Application Areas

Today, serious games are being used in a wide variety of areas including education, healthcare, military, communications, marketing, food services, civil security, politics, religion, art, industry, finance, sales, workplace safety, and career management. Below are the main areas applications of serious games


Learning and playing are two activities that might actually be the very reason why education can benefit by playing serious games. Students commonly think that learning or study is just a duty or something annoying for them. Whereas they think that gaming is a fun activity which makes them enjoy and feel relaxing.

Learning is like an enforced to them, so by adding educational content into video games will make the way of learning more interesting and also attractive. So that students are willing to learn and at the same time they enjoy gaming too. This will make students to take considerable effort, in order to master it. Loads of teenagers spend hours on playing commercial computer games each day. So change the way for learning process actually functions.

Serious games completely change the context of learning by creating a virtual world, which the user is put into and forced to interact with. So they can immediately get more familiar with the content for the subject that they are studying recently. Besides that, it also will increase their motivation level of learning.

Moreover, a game allows players to develop a variety of strategies and skills in order to win. This leads to edutainment, a mix between education and entertainment, focused on games artifacts and educational principles. These dose not means that serious games is going to replace schools, but instead they provide them with a new way that lecturers might use to teach in a much more powerful way.

For instance, by playing serious games students start searching actively for new information, posting FAQs and also discussing in forums. There is an active and increasing competitiveness amongst them. This activity will help them in developing their awareness to real activities and social practices. This participation may help them in the way of interacting with each other and also offers a great opportunity to teach and educate many real life aspects.

Furthermore, there are many values that are being developed by playing games. For example management decisions, area expertise, and many others. Those values are not normally given in a formal education which leads to a new model of learning. Examples of educational games are: Trade, Lord of the Files, Plastics, The Ear Pages and Tropical America.


The application of serious games in health related issues include physical fitness, self-directed care, recovery and rehabilitation, and diagnosis and treatment of mental illness. In serious games, these is a virtual world was created and filled with real situations with which nurses can train. The student or nurse can interact with objects and patients from the virtual world.

For instance, if the user encounters an obese child and interacts with her, he can learn valuable information regarding obesity and diet with respect to the community. After knowing their problems, they can identify several strategies to help address those community specific health problems. After that, a report is generated that allows teachers to analyze students' behavior and provide them with some feedback. The community can be regenerated with specific problems and students can try several methods until they reach the desired result. These ways are more fun and interesting for students to learn about health knowledge.

Based on one of the organizers of the Games for Health conference, Ben Sawyer of the Serious Games Initiative says there are two sides to games for health which are personal treatment and professional practice, such as disease management, physical therapy, mental health treatment and cognitive learning. Refer to figure 1 in appendix for the situation in games when interacting with obese child and figure 2 is about the situation during operation.


Training and simulation within the government range from a municipal level to a national level. According to Michael & Chen, 2006; Squire &Jenkins, 2003 the governmental games may concern a number of different kinds of tasks and situations, like different types of crisis management, for instance, dealing with terrorist attacks, disease outbreaks, city planning, traffic control, fire fighting, budget balancing, ethics training, and defensive driving .

Furthermore, they can also carry out with varying degrees of severity, at different locations and more. It is often with low costs in personnel and material resources. The games also allow different types of first responders, for example fire fighters and police to practice situations that are too dangerous, impossible, or too expensive to carry out in reality to practice handling events that are otherwise dangerous, impossible or expensive to train on. Refer to figure 3 in appendix for the fire fighters game.


Serious games help to train the soldiers and leaders in the tactics and strategies of war by using 3D modeling of equipment to illustrate or explore its capabilities. Besides, the military invest heavily in the design, development and implementation of serious games primarily for training and recruitment purposes. Besides of recruiting, the game has also helped pre-training them in military virtual world. According to Grossman 2005, it is reported that 30% of Americans between the ages 16 to 24 claim to have learned some of what they know about the Army from this game.

By playing military, there are a number of advantages, such as improved hand-eye coordination and improved ability to multitask. Furthermore, the players can learn to stay calm and controlled in chaotic circumstance. In serious games, it provides multiplayer game which may help to develop the team skills and also teamwork. Besides, it will reduce the risk for the trainee because the trainee does not need to fired people or get shoot by other people in the real world. Moreover, it also reduced the resource such as bullets, equipment and others. Many previous simulations and games have concerned combat, but more recent efforts also concern skills such as foreign languages and cultural training, and future application areas for the military field. So this will help to motivate the civilians to join the army. Refer to figure 4 in appendix for America Army games which the U.S. Military use this game as a training and recruitment tool for American soldiers and figure 5 is Tactical Iraqi games screenshot.

Chapter 5: Hardware device used in Serious Games

Input Devices

An input device is any peripheral which is piece of computer hardware equipment that used to provide data and control signals to an information processing system, such as a computer. Below are the types of the input devices.


The keyboard is the most common input device. It is a full QWERTY keyboard or a smaller number pad, such as those found on a cell phone. It is possible to interact with most computers solely through the keyboard, without even a mouse, because they are usually the default input device. Each button can be used to either input a character to a computer, or to call upon a particular function of the computer.


Mouse is the most common type of input device that nearly every computer has one. They make the navigating on the screen much easier than just using a keyboard. Mouse is usually use a ball, light, or a laser to track movement.

Nintendo Wii Remote

The Wii Remote [20] which also named as "Wiimote", is the primary controller for Nintendo's Wii console. A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. The attachment bundled with the Wii console is the Nunchuk, which complements the Wii Remote by providing functions similar to those in gamepad controllers. Refer to figure 6 in appendix for the Wii Remote image.


Kinect [21] is a "controller-free gaming and entertainment experience" by Microsoft for the Xbox 360 video game platform. It enables users to control and interact with the Xbox 360 without the need to touch a game controller through a natural user interface using gestures, spoken commands, or presented objects and images. Kinect responds to how you move. So if you want to kick, then kick. If you have to jump, then jump. All you have to do now is to get off the couch. Refer to figure 7 in appendix for the Kinect image.


A simulator is a machine that simulates an environment for the purpose of training or research. Training simulators include flight simulator, marine simulator, military tank simulator and more. For example, flight simulator helps to train aircraft pilots. In flight simulators, engineers create a cockpit environment identical to the one in a real airplane. In a flight simulator a pilot will see, hear and feel like he or she is in a real aircraft. Refer to figure 8 in appendix for the Flight simulator image and figure 9 for driving simulator.


A joystick is an input device consisting of a stick that is often used to control video games. Joysticks usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick.

Besides, it allows an individual to easily move an object in a game such as navigating a plane. Furthermore, joysticks are also used for controlling machines such as cranes, trucks, underwater unmanned vehicles, wheelchairs, cameras, lawn mowers and more. Refer to figure 10 in appendix for the joystick image.

Output devices

Output devices allow the machine to provide information or feedback to the user. They include visual displays, auditory displays, and haptic displays. Visual displays provide feedback to users in 3D visual form. Head-mounted displays and CAVEs (Cave Automatic Virtual Environment) are examples of a fully-immersive visual display, where the user can see only the virtual world and not the real world.


A monitor is the screen on which words, numbers, and graphics will be shown.  The monitor is the most common output device. Monitors create a visual display from processed data that users can view. They come in a variety of screen sizes and visual resolutions.

There are two types of computer monitors, CRT and flat panel. CRT monitors use phosphorescent dots to create the pixels that make up display images. Flat panel monitors usually use LCD or plasma to create output. Light is passed through liquid crystals to create the pixels. All monitors rely on a video card that is located on the computer motherboard or in a special expansion slot. The video card processes the computer data into image details that the monitors can display.

Cave Automatic Virtual Environment (CAVE)

The Cave Automatic Virtual Environment is a multi-person, room-sized, high-resolution, 3D video and audio environment. The graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. So, as a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer.

The CAVE was the first virtual reality technology in the world to allow multiple users to become fully immersed in the same virtual environment at the same time. Today, more CAVE systems are installed in visualization facilities around the world than any other spatially immersive display system. The CAVE is available with four projected surfaces (three walls and floor); five surfaces, or fully enclosed six-surface configurations for complete virtual immersion. Refer to figure 11 in appendix for the CAVE image.

Helmet mounted display (HMD)

Helmet mounted display or HMD is a device that worn on the head. It is just like a computer display you wear on your head. Most of them are mounted in a helmet or a set of goggles. Besides, the HMD is designed to ensure that no matter in what direction a user might look, a monitor would stay in front of his eyes. Most HMDs have a screen for each eye, which gives the user the sense that the images he's looking at have depth.

Furthermore, in some types of the head mounted display, the use of a video visor replaces the two small screens. They are considered a virtual reality device that may be used for both behavioral research and in the performance of a job or task, the head mounted display has the ability to display images into the line of vision, integrating them with the natural world. Many head-mounted displays include speakers or headphones so that it can provide both video and audio output. HMDs almost always include a tracking device so that the point of view displayed in the monitors changes as the user moves his head. Refer to figure 12 in appendix for the HMD image.

Chapter 6: Critical Evaluation of Seminar

Serious games are entertaining but the main purposes of serious games are to educate, inform or convince the player of something important. Serious games are used across a variety of sectors including education and training, health, military, social change, and marketing. It helps the learner or player to learn numerous skills and also bring their experiences and skills into the game. So, if the game is played multiple times, the outcomes could be used for the analysis of properties such as self‐organization, path dependency, instability and robustness.

How do serious games work?

Serious games can be more effective than traditional training and marketing strategies, because they employ specific game design characteristics that contribute to their ability to help people engage with the game content. One of the reasons why serious games are popular is the fact that playing is a natural part of life. According to the games developer Stewart Butterfield put it well when he said, "We play all the time, even when there is nothing like a formal game going on".

According to Clark Quinn, in his book Engaging Learning (Pfeiffer, 2005), points out that the same elements that make learning highly effective are also the ones that make up highly engaging experiences. And that modern computer games, being highly engaging, share those elements which are clear objectives, a relevant frame of reference, challenging, interesting and interactive. Quinn says, "Doing good engagement is hard, as is doing good education. Doing both together is even more difficult, but even if the effort is double, the product is more than doubly worthwhile.

Quinn goes on to say that "Learning can, and should, be hard fun." When the player fails, they learn something about why, are motivated enough by the story to try another approach, and ultimately get rewarded in a fun way.

Besides that, Dr. Merrilea Mayo of The National Academies has presented that serious games have the potential to assist in deep learning. It helps learner learning by experimenting. So, learner can safely try out multiple solutions, explore and discover information and skills. Serious games provide life-like learning situations such as virtual worlds. Virtual world can provide environments that respond the same way the real world responds, allowing the player to transfer knowledge and experience between the two.

Furthermore, serious games help learners to have more confident in their abilities by providing rewards and levels in games foster the belief that they can achieve goals. This generates a positive attitude towards overcoming obstacles and increases the player's success rate. Besides, serious games provide a clear objectives for learner that have well-defined game goals allow learners to make more progress toward learning objectives.

In addition, serious games improved the team learning and skills that allow for group problem solving, collaboration, social interaction, negotiation, etc. Players learn not only from the game, but from each other. Moreover, it provides learning without any limitations. The game environments naturally transcend barriers of language, geography, race, gender and physical abilities. Learners who are self-conscious in real life because they are "different" have no way of being set apart online.

Are serious games common in Malaysia?

In my opinion, most serious games in Malaysia is commonly use in entertainment field only. Besides that, serious games in education field still remain the traditional training methods besides than using the modern serious games. So, we can see that in Genting theme park[], there are many video simulation machine provided for people to play. The video simulation machines provided are such as racing simulation machine, flight simulation machine and more. The video simulation machines that provide in the genting theme park are merely entertainment. They provide to let player have fun and enjoy the game during bored or leisure time.

On the other hand, flight simulator is famous in training the trainee to become the future pilot. There are few airlines that are using the flight simulator to train trainee such as Malaysia airlines and Air Asia. Malaysia airlines [] provide a unique programme which named MH Flight Simulator Experience for trainee to participate and experience the feel of flying an aircraft. Refer to figure 13 in appendix for the Malaysia airlines fight simulator image.This unique programme not only gives you the chance to visit a flight deck, it also provide a virtual environment for trainee to have the same experience with a real world situation,

According to Zulkefli [], he says that "Everything you see in the simulator is exactly the same as in the actual aircraft, including all the buttons and display units". During a simulated flight, participants will be guided on how to take off and land the plane. The instructor sits behind the captain's seat, where he can access a built in system that lets him 'create' a number of flight conditions. If they are applicable and available, these include weather change (snow or rain), turbulence and engine failure.

Today, a serious game is still new to Malaysian. Besides, Malaysia is still lack of skill and also tools in developing serious games. Furthermore, there are no expertises in Malaysia that are focus on developing serious games.

Serious Games Used In Final Year Project.

Final year project is the project for final year student in Advance Diploma. My final year project is doing a virtual 3D sport complex. This project is need to model out the 3D object and let user to feel with the real environment of sport complex. So user can view the sport complex in virtual 3D environment without actual visiting to the building.

Establish serious games

Serious Games focuses on the exploitation for real-world applications of high-quality computer games and associated software tools. It can simulate a real life situation and help people develop real-life skills and knowledge. So by implement serious game in the sport complex, it will help to train and also educate the player or learner.

Besides that, learner will be more actively to participate because the games are more interesting than the normal paper guide. For example, create a fire safety training game for the player. To teach personal fire safety skills, a serious game can immerse the user in fire emergency scenarios, where the goal of the game is to survive in the fire. Besides, player's survival is strictly dependent on choosing the right actions in evacuating from the sport complex and taking as less time as possible to complete the evacuation.

Furthermore, serious games provide more safety environment for the players to train themselves. So, it will reduce the risk and danger during training. In order to succeed and progress in the game, users would need to improve their decision making in fire situations. Serious game could be a more effective solution than reading materials or evacuation drills for motivating people to train in personal fire safety.

Besides, serious game could be fun and engaging and people could play it at home or outside working hours. This could increase exposure time to personal fire safety content, and promote repetitive rehearsal of safety procedures. Moreover, a game could provide personalized advice based on users' errors and, unlike evacuation drills, the game simulations are available anytime all year long.

Apart from this, create sports serious games for player to involve in physical and tactical challenges. Besides, the games can train the player's precision and also accuracy during sports gaming. So by playing this game, it will help to train player's hand-eye coordination and fast reaction times. The skills that the player can obtain playing the game are unlimited. Besides that, serious game helps to increase the teamwork by providing multiplayer games.

Furthermore, players can play the sport games whenever they want to. They no need to wait for their partner or worrying for no partner to play with them. Besides, player can no need rent for the court to play the sports they want. They can just simply go for the sports in serious games at anytime. Serious games for sport will provide a virtual environment for them which are similar to real life environment and also provide them the skills for playing. Moreover, serious games provide a clear objective for the players in order to win the different level of competitor.

Future of Serious games

In the future, input device such as Kinect for Xbox 360 will be more popular in serious game field. Because Kinect brings promises of responsive, engaging, and cutting edge experience. Kinect have no controller which means no more constantly worrying that you're going to fling a remote into the television or across the living room. Besides that, player can more freely engage themselves in the highly physical sports available to them.

Apart from this, output devices such as Cave Automatic Virtual Environment (CAVE) will be famous in serious game field also. The CAVE allows multiple users to become fully immersed in the same virtual environment at the same time. Instead of using PC as the output device for serious games which only provide a screen to interact with trainee, CAVE provide multi-person virtual environment and tracked user interaction. Besides, trainee are free to walk to anywhere within the area.

Chapter 7: Conclusion

Today, serious games are a rapidly growing industry. The Military, corporate, education, advertisement and health care organizations from around the world are enjoying the positive effects that serious game implementations have had on their organization's learning needs. The game designers must collaborate fully for a game to provide the most engaging and effective learning experience.

Serious games bring more benefits to learner which is lower down stress in a high tension environment. Besides that, they can assist in developing teamwork and they can allow the learner to understand of material just covered. Moreover, serious games teach users as they play them. By playing the games over and over again, the player becomes more experienced in the targeted skill. Traditional simulators also accomplish this goal, but since serious games are easier to deploy and require less specialized hardware.

In conclusion, they are far easier to deploy than traditional simulators. In addition, they are less expensive to develop. Furthermore, since users actually enjoy playing serious games, they are played much more frequently than traditional simulators.