Digital Media


IMSERIOUS: Advances in Digital Content for Serious Games


SuperData Research group reported that the US digital games market reached $1,032 million in total sales in October, with an increase of 11% in October, 2013, compared to the same month last year. Serious games are a part of the game market which is also growing fast and becoming more and more popular. Upon the report of Ambient Insight, The US Serious Games Market: Segment Size and Opportunity, August 2011, the serious game market in US, will reach about $2,5 billions by 2015. Ambient Insight reports that involvement of academic institutions in game based learning initiatives and entrepreneurial accelerators supports the learning market.
A serious game is defined as a game with specific intention such as education, training, treatment, skill enhancement, widely used in many areas including military, health care, business management, or social science. As game technology is widely used nowadays in simulation serious game concept includes both simulated based learning and game based learning. The term Serious Games was introduced by David Rejeski and Ben Sawyer, in the white paper Serious Games Initiative (2002), as entertaining games with non entertainment goals. Since this first definition, many different ones have been proposed. Amongst them, D. Michael and S. Chen (Serious games: games that educate, train, and inform, Boston MA: Course Technology PTR, 2005) defined serious games as games that educate, train and inform. Although there is no single definition of the serious game concept, all the proposed definitions convey the same idea which is using games to teach or transmit skills. This has led some analysts to describe them as the next wave of technology-mediated learning. As an example, in the health and medical context, serious games are designed to educate and train health care professionals to avoid medical errors or in rehabilitation processes, to reproduce the repetitive tasks that have to be done by the patients. As is expressed by Michael Foley, from Ambient Insight "technology may not directly cure people but it can be used to educate the entire population, from active youth to parents to grandparents, and to help them look after their own health."
At the same time the technological challenge is enormous and the expectations of industry and consumers are still far from being satisfied. Thus new advances in this field attained through technological research are required. In this direction, the proposed project deals with different aspects related to the design and development of serious games covering the whole pipeline of creation of a serious game, including: the automatic creation of virtual worlds, the improvement in realism in its rendering, the management of contents and the interaction with the user. It will also be investigated how well the serious game concepts can be brought to mobile devices. The tablet for instance is considered by Michael Foley a game changer in health applications.
The improvements in this project will be demonstrated in the development of several serious games in fields like education and e-learning, social networks, geographic information systems, cultural heritage and medical applications.
This project includes multidisciplinary teams, as serious games by nature are multidisciplinary, requiring the expertise from computer scientists, education technology practitioners, industrial simulation engineers, music&sound technology experts, art professors and industrial engineers.

Start: 01/01/2014


End: 31/12/2016


Funder: MINECO


Reference: TIN2013-47276-C6-1-R


Grant: € 162,976


Project Coordinator: Mateu Sbert


IIiA Coordinator: Mateu Sbert, Miquel Feixas




Universitat Jaume 1r de Castelló

Universidad de Málaga

Universidad de Granada