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Fun and Games and Boredom.

Richard Buday1, Tom Baranowski2, Debbe Thompson2

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Serious videogames, used for education and health, face skepticism regarding their entertainment value. This article argues that direct comparisons to commercial games may be misguided, focusing instead on effective design for engagement.

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Area of Science:

  • Health Science
  • Educational Technology
  • Behavioral Change

Background:

  • Serious videogames integrate entertainment for learning, training, or behavior modification.
  • This field has evolved from early learning software to a recognized genre and emerging health science.
  • Despite growing evidence of effectiveness, serious videogames face criticism regarding their entertainment value and player engagement.

Approach:

  • Examines the argument that serious videogames must be overtly fun and comparable to commercial titles.
  • Investigates differences between developer-led and researcher-led serious videogame projects.
  • Discusses strategies to prevent serious videogames from becoming boring or alienating to players.

Key Points:

  • The entertainment value of serious videogames is a primary concern for critics.
  • Player attraction and retention are linked to perceived fun and engagement levels.
  • The effectiveness of serious videogames may not solely depend on matching commercial game entertainment.

Conclusions:

  • Directly comparing the entertainment value of serious and commercial videogames may be a misdirected approach.
  • Focus should be on designing serious games that are engaging and effective for their intended purpose.
  • Further research is needed, but the potential of serious videogames in various sectors is significant.