CALT Encyclopedia
The Encyclopedia of Learning Approaches & Technologies

 serious games

Serious games

related terms: games, learning, virtual reality, RPG


Highlights collapse


  • EIS Simulation Game

    • The EIS Simulation is a change management simulation designed at INSEAD, by CALT:About? (Centre for Advanced Learning Technologies)
    • The EIS simulation is a computer based role playing simulation in which a team of players is engaged into introducing a major change in an organization. The people of this organization are simulated with artificial agents, and are reacting in different ways to the different actions of the team. The reaction of the agents is not deterministic (a random component exists), depends of many different elements (such as the personality of the agents, the previous actions that have been done, the social networks that exist between this agents), and result in a variety of consequences (resitances, transformation of the attitudes, diffusion of beliefs in the organization, etc.)
  • CALT:L2C? project

    • Learning to Collaborate (project partially funded by the European Commission)
    • After integration, this know-how will lead to the development of: An innovative framework (Advanced Collaboration Dynamics and Technologies - ACDT Framework) addressing the effective development of collaboration competencies.
    • games designed: Eagle Racing, etc.
  • Alpha Experience

    • Alpha Experience, together with its partners, provides forefront knowledge, training and simulation experiences enabling executives and managers to lead and implement change management, innovation and collaboration within their organisations.

Introduction collapse


related topics: business simulation games, education games, soft-skills simulation, etc.

Related Pages

Presentation collapse


In the real world, one of the very natural way of acquiring knowledge in a domain is to be immerged in a situations related to this domain and to practice. This mode of acquisition (the learning by doing) while somewhat very efficient for the transmition of operational knowledge, is however difficult to implement in the case of a courseroom.

In the context of businness education, where the amount of operational knowledge to transmit is very important, two solutions have been found :

  1. The business cases

    • The idea is to have the content of the course directly related to concret and real world situation. However in this case, the teaching material used for presenting the knowledge remains the text, lectures notes and discussions.
  2. The business simulation games

    • In this case the idea is to recreate concrete situations but by using a more adapted media (than the text) and to run simulations.

Historically, the first medium to be used was the play card (or other simular stuff), followed later (during the '50) by the use of the computer. By now, due the the drop of the cost of computer and the explosion of its functionality (multimedia, networking), the businness games domain and the computer should be definitively associated .

INSEAD, conscious of the advantages of the later medium as a very efficient tools for learning (and complementary to the former one), has for a long time invested in the design and in the use of business games for teaching education. Therefore, as a early adopter, INSEAD can claim to have now an edge on this domain that will be best illustrated by the different business game projects running at INSEAD, in complement to the business cases designed at INSEAD.

Events collapse


  • VS-GAMES'09

    • 1st International Conference in Games and Virtual Worlds for Serious Applications 2009
    • March 23 - 24, Coventry, UK
  • Microsoft: the Imagine Cup

    • (The World’s Premier Student Technology Competition)
  • Serious Games on the Move International Conference

    • Cambridge, 23-24 June 2008
    • deadline for papers: 15 February 2008
  • The Social Gaming Summit

    • 13 June 2008; San Francisco, US
  • GAMEON-NA 2007

    • 3rd annual North American Game-On Conference
    • September 10-12, 2007, University of Florida, Gainesville, USA
  • ECGBL 2007

    • The European Conference on Games Based Learning
    • Glynhill Hotel, Paisley, Scotland, UK, 25-26 October 2007
  • DGTE2007

    • The IEEE International Workshop on Digital Game and Toy Based Education
    • National Central University, Jhongli, Taiwan, March 26-28, 2007
  • Narrative AI and Games at AISB’06

    • This symposium focuses on the application of artificial intelligence techniques, frameworks and theories to the creation of interactive narrative in game worlds.
  • (archives)

Events (non academic)

  • Apply Serious Games Convention 2008

    • July 9-10 Wednesday, July 9, 2008 at 10:00 am - Thursday, July 10, 2008 at 5:30 pm
    • London,
  • Towards Best Practice: Designing & Developing Serious Games for Learning & Communications

    • Thursday, January 31, 2008 9:30 am - 5:30 pm, London
    • from Apply group
  • The L'Oréal e-Strat Challenge'2007

    • This business competition challenges students from all majors to work in teams and to think like a general manager in order to manage a portfolio of products through 5 weeks of intensive global competition - via the internet.
    • The L'Oréal e-Strat Challenge International finals took place in Paris on Wednesday 18th April 2007. Eight Undergraduate and eight MBA teams from around the world gathered to compete face-to-face at the corporate headquarters of L'Oréal.
  • Games Summit Europe 2006

    • 4th december 2006, Lyon, France
    • The Serious Games Summit Europe 2006 is dedicated to the use of interactive game technology within non-entertainment sectors. The Summit's purpose is to provide a platform for game developers, buyers and industry professionals to exchange ideas and advance the state of the art of serious games development in areas such as corporate training, education, first responders, government, health, military, science and social change.

    • Berlin, November 29 - December 1, 2006
    • Note: This conference has a new Games and Simulation Dedicated Stream within the main conference agenda.
  • Gaming, Wikis, Simulations & More

    • July 24-26, 2006; Saratoga Springs, NY Led by Elliott Masie
  • GDC 2006

    • The Game Developers Conference 2006
    • March 20-24, San Jose, California

Starting points collapse

Starting points

Web 2.0




Interesting documents collapse

Interesting documents

Blog entries

Articles, papers

  • A New Type of Game Turns Web Surfing Into All-Out Information Warfare

    • by Mary Jane Irwin, Wired Magazine: 16.03. February 2008
    • Downloaded as a browser plug-in, a PMOG adds an extra layer of data and interactivity to the sites you visit.
    • ... "A framework for them to battle and bury treasure on Web pages."
  • Microsoft Talks Games for Change

    • By Andrew Hayward,, 06/06/2008
    • Imagine Cup finalists, XNA Creators Club beta, and future of serious games discussed.
  • Serious games help develop business skills

    • Justin Richards, Computer Weekly, 13 Feb 2008
    • The British Computer Society has highlighted the growing role that "serious games" can play in developing skills for business.
  • Training Games and Simulations - in Search of the 'Wow!'

    • TrainingZONE, 30-Jan-08
  • Les entreprises se convertissent aux jeux vidéo « sérieux »

    • Les echos Lundi 10 décembre 2007.
  • Getting serious

    • Dec 6th 2007, from The Economist print edition
    • Computing: Virtual worlds are being put to serious real-world uses—and are starting to encounter some real-world problems
  • Gamers get taste of refugee life

    • By Thomas Lane, BBC News, New York, Friday, 9 November 2007
    • Against All Odds guides the gamer through the experience of being a refugee.
    • see also Against All Odds from UNHCR (The UN Human refugee Agency)
  • SimCity Societies Teams Up With British Petroleum

    • 11 Oct 2007
    • Electronic Arts has teamed up with British Petroleum to educate gamers on climate change in SimCity? Societies.
  • More video games, fewer books at schools?

    • by Reuters, via CNET, March 17, 2007
    • Of all of the proposals aimed at improving America's failing schools, there's one idea kids will really like: More video games and fewer books.
  • Google uses games to snoop on users

    • By Nick Farrell, The Enquirer, 14 May 2007
    • Google plans to psychologically profile millions of web users by secretly watching the way they play online games.
  • Future games to harness players' collective wisdom

    • by Daniel Terdiman, CNET, March 6, 2007
    • At her talk, titled "The future of collective play: Fostering collaboration, network literacy and massively multiplayer problem-solving through alternate-reality games," McGonigal spent an hour explaining how "collective intelligence," and games designed around that concept, could be a prime component in future learning, as well as in helping governmental agencies and private organizations solve a wide range of problems.
  • Courses that Crack the MBA Mold

    • Francesca Di Meglio, BusinessWeek, August 31, 2006
    • Tired of cookie-cutter B-school curricula? Try parsing Napoleon's instinct or Gordon Gekko's ethics in four offbeat courses from NYU to INSEAD
  • Quand le jeu incite les salariés à se dépasser

    • Muriel Jasor, Les Echos, 30 octobre 2006
    • Encourager les jeux de hasard pour doper la performance des salariés est très en vogue outre-Atlantique. D'autant que ce concept peut diminuer l'absentéisme.
  • In corporate 'Spy Game,' work equals play

    • by Daniel Terdiman, CNET, April 20, 2006
    • "The Spy Game" is the latest corporate team building exercise from the creators of "The Go Game," which hundreds of companies nationwide have used over the years to facilitate effective teamwork.
  • Trends 2006: eLearning Goes Informal And Moves Closer To The Worker's Job

    • by Claire Schooley, Forrester Research Report, April 19, 2006
  • Des managers formés sur simulateur

    • in Les Echos Innovation, 5 Avril 2006
    • Cet article présente un logiciel de simulation d'entretiens AVA (acteurs virtuels autonomes) réalisé entre la banque BNP et la société Daesign.
  • What's wrong with serious games?

    • by Daniel Terdiman, CNET, March 22, 2006
    • A Tuesday morning panel at the Serious Games Summit, an adjunct event to the Game Developers Conference here, took the question on. The panel, titled "What's wrong with serious games?" was led by Ben Sawyer, Serious Games Summit content chair, who was joined by James Gee, a professor of learning sciences at the University of Wisconsin-Madison and Henry Kelly, president of the Federation of American Scientists.
  • Let the games begin at GDC

    • by Daniel Terdiman, CNET, March 20, 2006
    • The heart and soul of the video game world will descend on San Jose, Calif., beginning Monday as more than 12,000 industry professionals arrive for the Game Developers Conference
  • Business Solutions: Better Training Through Gaming

    • by Michael Totty, The Wall Street Journal, April 25, 2005; Page R6
  • U.N. video game feeds the hungry

    • by Reuters, in CNET, April 14, 2005
    • The jungle territory that hides lurking rebel forces makes it look like a shoot-'em-up adventure, but in this video game--from the U.N.'s food aid agency--the aim is to feed the masses rather than blow them away.
  • Simulations: The Next Generation of E-learning

    • by Sarah Boehle, Training Magazine, March, 2005
  • "Ikea teste le recrutement par 'Simulation'"

  • Simulation: An Interactive e-Learning Trend

    • by Kelly Arthur, Katica Jacob, and Brian Knowles
    • The Criterion, Winter Issue 2004
    • As businesses continue to capitalize on the benefits of e-learning, simulation alternatives are becoming more pervasive in training environments. This paper explores the trend of e-learning simulations for education and learning including the underlying causes, impacts, risks, and the implications of e-learning simulations on the profession of instructional design.
  • Game-Based Learning: How to Delight and Instruct in the 21st Century

    • by Joel Foreman, EDUCAUSE Review, vol. 39, no. 5 (September/October 2004): 50-66
    • To learn more about videogames in academe, I sought out the insights of five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. All five had traveled to San Jose, California, in March 2004 for the Serious Games Summit at the annual Game Developers Conference.
  • Six Criteria for Building Educational Simulations

    • By Clark Aldrich
    • The more time Aldrich spends building, evaluating, and discussing educational simulations, the more he realizes the industry needs to establish some better terms. Specifically, there are six criteria that are emerging as critical, and ultimately not just to simulations but all educational experiences.
  • Simulation: bringing e-learning to a new level

    • By Phil Davies, ComputerUser?, July 2003.
    • Simulation technology has become a critical training application.
  • "Video Gaming, Education and Digital Learning Technologies Relevance and Opportunities"

    • D-Lib Magazine February 2002 Volume 8 Number 2
    • This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.
  • ...

Articles, papers (academic)



  • Gordon Calleja

    • Digital Games as Designed Experience: Reframing the Concept of Immersion
  • Houten, S.P. van (2007)

    • A suite for developing and using business games. Supporting supply chain business games in a distributed context. Delft: PhD Thesis
  • Jana Rambusch

    • Computer game play in terms of activity and cognition
  • Julian ALVAREZ

    • Du jeu vidéo au serious game : approches culturelle, pragmatique et formelle, 17 décembre 2007
  • Simon Egenfeldt-Nielsen (2005)

    • Beyond edutainment: Exploring the educational potential of computer games. PhD dissertation, IT University of Copenhagen


  • Simulations and the Future of Learning : An Innovative (and Perhaps Revolutionary) Approach to e-Learning

    • by Clark Aldrich, 2003
    • Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation.
  • Digital Game-Based Learning

    • by Marc Prensky, McGraw-Hill 2001
    • A strategic and tactical guide to the newest trend in e-learning - combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students.
    • The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
    • the Digital Game-Based Learning Portal

Journals and Magazine

People and organisations collapse

People and organisations

People (experts, etc.)



    • International Simulation & Gaming Association

    • SIG-GLUE is a special interest group in the area of games-based learning in universities and life long Learning that aims to promote more and better use of better learning games.

    • Association for Business Simulation and Experiential Learning

    • North American Simulation and Gaming Association
    • The North American Simulation and Gaming Association (NASAGA) is a network of professionals working on the design, implementation, and evaluation of games and simulations to improve learning results in all types of organizations.

    • SIGIS is the italian section of ISAGA (International Simulation and Gaming Association).
  • The World Game Institute

    • The World Game Institute is a 25 year old not-for-profit education and research organization whose mission is to supply the perspective and information needed to solve the critical problems facing global society as we enter the twenty-first century.
  • ISTE

    • International Society for Software in Education
  • The European Social Simulation Association (ESSA)
  • angils

    • angils is the only European-based networking trade association for Serious Games and emerging technologies and techniques across digital entertainment, media and the knowledge industries
  • --- other
  • eLearning Guilde
  • AAIM

    • Association for Applied Interactive Multimedia
    • see AAIM Arcade

    • ANGILS a European-based non-profit networking members association for the business- related activities of the 3D Web, Serious Games and related emerging technologies and techniques across digital entertainment, media and the knowledge industries.

Research Centre

  • Centre for Process Management and Simulation

    • Delft University of Technology
  • The Maricopa Center for Learning and Instruction (MCLI)

    • The Maricopa Center for Learning and Instruction (MCLI), at the Maricopa Community Colleges, is an environment for continuous learning, experimentation, and systemic, professional, and personal change. MCLI represents a comprehensive and collaborative model for educational leadership, learning innovation, and institutional transformation.
  • Laboratoire ICTT (Interaction Collaborative Téléformation Téléactivités)

    • Laboratoire commun à l'Ecole Centrale de Lyon et à l'INSA de Lyon
  • Sig Game

    • the ISTE Special Interest Group for the use of games, simulations, and 3D environments in teaching, learning, and other educational areas hosted at the University of North Texas.
  • AnimatLab
  • CPS Delft Rotterdam

    • Centre for Process Management and Simulation
    • CPS is an interuniversity research centre.
  • InGaMe Lab

    • InGaMe Lab is a reseach group at the University of Skövde (Sweden). Their research interests are in the fields of computer games and other interactable media.
  • see also learning
  • ...


Companies collapse


3D simulation and serious games for education

  • see also virtual reality
  • SimuLearn

    • Leadership training simulation
  • Alelo Inc.

    • Immersive simulations of real life social communication

    • Simulation for Wargaming, Operation Research and Doctrine.
  • Forterra

    • Forterra Systems builds distributed virtual world technology for the corporate, healthcare, government, and entertainment industries

Consulting, Training, etc.


    •'s mission is to provide a more effective solution to training, marketing, and communication in the corporate workplace by bringing the engagement of videogames and computer games to as many business processes and markets as possible, in order to "make the boring fun."
  • EKG (European Knowledge Group)
  • ...

Projects collapse



  • The Serious Games 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
  • Serious Games Cluster and Business Network

    • This project incorporates the development of an EU Interactive Learning Media Network. The term Interactive Media incorporates e-Learning and serious games, these refer to the successful exploitation of video games technology across non-entertainment sectors – these products retain the engaging, interactive, 3D multimedia environment although are tailored toward education, training, simulation, military, healthcare and retail.

Research Projects

  • GaLA (Games and Learning Alliance)

    • GaLA is the Network of Excellence (NoE) on Serious Games funded by the European Union in FP7 – IST ICT, Technology Enhanced Learning.
  • ENGAGE Learning (European Network for Growing Activity in Game-based learning in Education)

    • ENGAGE is project of the Lifelong Learning Programme of the European Commission.
  • CALT:L2C?

    • Learning to Collaborate
    • The project builds on interdisciplinary scientific/academic models and best/worst practices and experiences to identify the factors inhibiting effective collaboration ("Collaboration Traps & Challenges"), and the interventions required to reduce these risks ("Collaboration Management Competencies").

    • ELEKTRA: "Enhanced Learning Experience and Knowledge TRAnsfer"
    • ELEKTRA is a European research project that aims at revolutionising technology-enhanced learning. Nine interdisciplinary partners from six different European countries merge their expertises in cognitive science, pedagogical theory, computer science and neuroscience with the innovations of computer gaming, design and development.
  • Sisine Project

    • Developing an E-Learning Platform for Educational Role-Playing Games
  • The Restaurant Game

    • The Restaurant Game is a research project at the MIT Media Lab that will algorithmically combine the gameplay experiences of thousands of players to create a new game.
  • CALT:ChangeMasters?

    • ChangeMasters (Edutainment Services for Change & Innovation Management)

    • IST Strep project.
    • Research project funded by the European Commission to be started soon.
    • Partners: Alfamicro, etc, ...
  • eMapps

    • is a STREP funded under the European Commission’s FP6 IST Call 4
    • Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia
  • Play the Application

    • Game based interfaces to applications
  • Uni Game

    • funded by the Socrates programme 'Minerva'
    • The UniGame project opens the field of the Game based learning to European Universities for students as well as for continuous education concepts. Game-based approach achieves high learning results in areas where interdisciplinary knowledge is necessary and where skills such as critical thinking, problem solving in a group and social interaction are of importance.

    • C-VIBE VERDI, is a virtual reality business simulation game in which learners, operating in distributed teams, are challenged to implement a major innovation in a fictitious company in which managers (represented by virtual characters) display dynamically different forms of resistance to change.
  • KITS

    • Knowledge management Interactive Training System
    • IST project
    • The learning game.
    • The KITS project will develop and evaluate a learning environment that comprises an educational supported distributed game in the domain of knowledge management. This environment is constructivist since learners are in charge and have to deduce the knowledge management rules from the game; it is situated because the circumstances presented in the game are realistic and placed in the practical context of the participants, and it is collaborative since the players need to communicate to gain optimal results.
  • MIT Games-to-Teach Project

    • The Games-to-Teach Project is a partnership between MIT and Microsoft to develop conceptual prototypes for the next generation of interactive educational entertainment.

    • "Simulating IT-Careers for wOMen"
    • SITCOM is a Socrates (Minerva) project which aims at using the potential of simulations and games to motivate girls and young women at the age of 12 to 16 to enter educational pathways related to information and communication technologies ( ICT), science and engineering.
  • Jeux d'entreprise

  • Kodamat

  • ...

Systems collapse



  • Software For Learning

  • ARKHE International

    • ARKHE est spécialisée dans la conception d'outils multimédia destinés à la formation au management.
  • Educational Software Institute, Inc.

    • ESI Online is the world's largest and finest collection of K-12 educational software - more than 8,000 titles from over 350 publishers.

    • National Engineering Education Delivery System.
    • NEEDS, the National Engineering Education Delivery System of the Synthesis Coalition, is a multimedia courseware development and distribution system to support engineering education. It provides global access to a growing database of engineering information. Its mission is to connect users to educational courseware. It uses powerful computing tools built on open international standards to employ and contribute to the development of electronic publishing technologies on the global information network.
  • Zarf's List of Interactive Games on the Web
  • Simulation Station Project S.I.M.

    • (Simulations, Interdisciplinary internet and Metacognitive activities)

Assessment tools


  • The Yahoo Tech Buzz game

  • SimOrg

    • Simulador de Organizações Humanas
    • SimOrg é um projeto destinado ao estudo de comportamentos organizacionais através de uma simulação computacional.
  • Profiling Game

    • COSIC internal report, 4 pages, 2005.
    • "How much information on someone can you find in the Internet?” This question motivated a profiling game in which 15 PhD students participated. This report describes how the game was conducted.
  • Attention Economy: The Game

    • In the course Friend Request Denied: Social Networks and the Web I have my students play a game I developed to let them explore the dynamics of building a reputation online by giving and capturing attention.

Other collapse


Other related topics

  • UCLA
  • Center for LifeLong Learning
  • ICS DeweyWeb

    • University of Michigan, Ann Arbor, MI, US
    • An experiment in "global" education sponsored by Interactive Communications & Simulations (ICS) and U.Michigan. The mission of DeweyWeb is to not only serve information to students, but also attempt to provide them a chance to contribute their own observations and findings.
  • Harvard Business School Publishing

To classify collapse

To classify

  • Tygron Serious Gaming
  • Global Supply Chain Game

    • Tactical IraqiTM is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic
  • America's Army

    • A series of free PC games depicting realistic modern combat situations
  • Educational Simulation Case Studies

    • Multiplayer online game of business simulation & strategy
    • Try your hand at building the biggest business empire ever. Expanding your business while dealing with competition, takeovers and more!
  • careermoves

    • Career Moves explores the contradictory world of women in corporate America througan interactive, computer controlled board game.
    • The game itself represents several aspects of women and work under a variety of conditions, from menial jobs to corporate spaces.
  • LavaMind

    • business simulation games such as Gazillionaire (a cross between Monopoly set in outer space and Wall Street in Wonderland), and Zapitalism (Your goal in this 3D game is to build up a retail empire and try to out wit your competitors)
  • Corporate Gameware

    • Corporate Gameware combines computer games and business content into a new "Nintendo Generation" approach to learning. The firm designs and sells business training solutions in the form of computer and web-based business training games and game templates
  • Wall Street Raider

    • from Ronin Software
    • WALL STREET RAIDER is a sophisticated financial simulations, a corporate takeover and stock market game and simulation, in which you strive to build your corporate empire by fair means or foul, all the while trying to stay one step ahead of the SEC, IRS, Justice Department, EPA, Congress, powerful unions and no end of ruthless competitors -- not to mention various manmade and natural economic and other disasters.
  • Wall Street Trader 98

    • from Monte Cristo Multimedia
    • But du jeu: Vous devez rechercher et analyser l'information économique, prendre position sur les marchés, dépasser le score de vos adversaires et prendre la place de l'un des financiers les plus influents de la planète
  • Capitalism Plus

  • Entrepreneur

    • from Stardock
    • World domination through corporate warfare
  • Triopoly

    • Three-dimensional game of buying and building cities
  • Cybernetic Productions

    • Doom for Bankers !!
  • Kurtz-Fernhout Software
  • SimZine

    • by Powersim
    • Zero to IPO in 15 Minutes
    • You have been appointed General Manager of SimZine? Online, SimZine? Publishing's new Internet magazine. Your goal over the next 8 quarters is to take this startup opportunity and grow both the user base and revenue stream to the point where it can be spun off as a successful and independent company.
    • You will be judged based on the Initial Public Offering stock value - you have a significant number of options riding on it!
  • Wizgames

    • Wizgames has developed two game engines which it is distributing free for private individual use. Teachers can use the games for homework and study assignments. Students and parents can download the games for free.
    • The games work with game files based on any topic imaginable. They also work with multimedia content to provide a very rich learning experience for students of all ages.

back to HomePage

Notice: "WARNING: InterWikiMap page is unlocked, so not using those links."