Serious Games

Serious Games Definition:

Serious games are games designed with a primary purpose beyond entertainment, using gameplay to teach, train, or simulate.

Things I Didn’t Know Before This Semester:

  • I thought serious games were basically boring school games, but now I know that even fun, silly games can be serious if their goal is to teach or make players think.

  • I learned that game design choices like pacing, feedback, or reward systems actually affect how people remember and process what they’re learning in the game.

Description of What I did In Class:

This semester, I created a geology-themed rock clicking game for my serious games project. We started by brainstorming different game types and talking about what made a game serious. I joined class discussions about topics like creating unique Octalysis, ethics in game design, and non game games. The game I made lets players click on rocks to earn mineral points, upgrade their lab, and unlock new planets, each with unique rocks and facts. I also thought about how to make learning feel natural instead of forced.

The original idea was simple. click rocks, get points. I built it like a geology version of a clicker game. I started with one rock and one button, then built a loop that would make the player want to keep clicking and upgrading.

Future of Serious Games:

I think serious games will be everywhere in the future, not just in schools, but in jobs, therapy, and even training for real-world challenges. As tech like VR and AI grows, we’ll be able to make games that feel even more real and personal. And with more people learning by doing, serious games will probably become one of the best tools we have for teaching and practicing new ideas.

In class, we talked about the Octalysis framework, which helped me understand what actually motivates players to keep going. I used it to design upgrades and unlocks that feel rewarding. We also worked on a simulation prototype, where I learned how simple systems can create meaningful player engagement. Both ideas shaped how I built progression and interaction in my game.

FINAL GAME SHOWCASE: