Serious Games: Mechanisms and Effects
Abstract
The common observation that women and girls not only play fewer digital games than men and boys, but also generally spend less time playing games, could be attributed to a simple matter of taste. If females prefer other kinds of entertainment, so be it. Men tend to prefer fi shing, too, and are noticeably more enthusiastic about football and model railways than most women. Although it might be interesting to investigate the social and cultural causes of these gender stereotypes, there is no real necessity to fully understand, let alone try to change, the demographics of football fandom, for example. In contrast, gender participation in digital games parallels professional participation, namely that women are as underrepresented among players of digital games as they are in information technology (IT) careers (American Association of University Women [AAUW], 2000; National Center for Women and Information Technology [NCWIT], 2007). This chapter discusses how this parallel might be understood and utilized for change by looking at how gender and equity issues are impacted by digital game content and contextual factors.
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Serious games are used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.
“Serious games are also used in educational contexts to provide learning activities in a more playful, interactive, and engaging manner while increasing students' motivation and involvement.”
From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [25]
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From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · see citing works
Designing gamification: creating gameful and playful experiences
Deterding, S., Björk, S. L., Nacke, L. E., Dixon, D., & Lawley, E. (2013) · CHI '13 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/2468356.2479662 · Cited by 192 · see citing works
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94 · see citing works
Imlig-Iten, N., & Petko, D. (2018) · Simulation & Gaming · doi:10.1177/1046878118779088 · Cited by 61 · see citing works
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
Payne, H. E., Moxley, V. B., & MacDonald, E. (2015) · JMIR Serious Games · doi:10.2196/games.4187 · Cited by 56 · see citing works
- Authors
- Jansz, J., Vosmeer, M., Ritterfeld, U., Cody, M., & Vorderer, P.
- Affiliations
- University of Amsterdam (NL)
- Corresponding author
- Jeroen Jansz
- Venue
- Routledge eBooks
- Publisher
- Routledge
- Published
- 2009-09-10
- OpenAlex
- W4300433658
- Cited by
- 505
- References
- 0
- Citations by year
- 2026: 22 · 2025: 29 · 2024: 51 · 2023: 38 · 2022: 40 · 2021: 37 · 2020: 35 · 2019: 41 · 2018: 27 · 2017: 24 · 2016: 37 · 2015: 34 · 2014: 21 · 2013: 25 · 2012: 17
- FWCI
- 15.49
- Type
- book
- Language
- en
- Open access
- closed
- Locations
- Routledge eBooks (publishedVersion)
- EUR Research Repository (Erasmus University Rotterdam) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Gender Studies › Gender and Technology in Education
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- serious games, gender differences in gaming, video games, women in gaming, gender equity, underrepresentation of women, game content, gender stereotypes, women in IT
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