The changes that games have undergone during the 20th Century paved the way to modern eSports, or representations of the real world in the digital environment. Nowadays, market economies and profit-oriented strategies have taken over the economic environment. In this context, the eSports market and its unbelievable potential revenue couldn't have remained unnoticed.
Video games comprise a wide range of genres, including "serious games", which have an educational purpose.
The Serious Games industry has its own historians. Among them is Oliver Grau, who talks about "prehistorical" games. According to him, the history of video games begins with the invention of arcade machines, which have changed a lot over time, but are still based on the same principles.
Not only do Serious Games entertain people, but they also serve educational purposes. The "Serious Games" title was adopted in Romania, too, to express and highlight their usefulness. These virtual simulations of circumstances that are more or less likely to occur in real life can be used in many fields, including those of education, industry, defense, heath, scientific research, projection, management, and politics.
In the early 2000s, these activities were defined as "games that do not have entertainment, enjoyment or fun as their primary purpose".
The first educational games consisted of sports competitions and board games. The concept then evolved to modern computer simulations. A great difference between Serious Games and other type of games is that the former are tailored to fit clients' needs and serve a predetermined purpose. They are not meant for the retail market, as clients - companies, local authorities, etc - decide how the applications look like, the purpose that they serve and their target audience. Serious Games are valuable assets in training and educating employees all over the world.
The modern science of building and simulating real situations in virtual environments is a relatively new one, dating back to the early 2000s. Although this field has given rise to skeptical reactions from people who doubt that games can go beyond entertainment, an increasing number of important organizations use Serious Games as a training method. This confirms the idea that learning in the 21st Century has to keep up with the times.
serious games, emergency situations, simulation, e-learning, games, flood