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“Serious games are games
designed with intended purposes
within the context of real-world
problems.”
SERIOUS GAMING
10 DAYSDECIPHER THE PROTEIN
15 YEARS
14 MILLION
LEAGUE OF LEGENDS
8 MILLION
SPACE JUMP
6 MILLION YEARS
HUMAN EVOLUTION
5 MILLION PEOPLE
WORLD OF WARCRAFT WIKI
10,000 HOURS
ONLINE GAMES BY AGE 21
10,080 HOURS
5TH GRADE TO HIGH-SCHOOL GRADUATION
“Tangential Learning is not what you learn by
being taught rather it’s what you learn by being
exposed to things in a context with which you’re
already engaged in.”
“Gamification is the idea of adding game elements
to a nongame situation.”
“Game-based learning is a type of game play
that has defined learning outcomes. “
Key Takeaway
Serious gaming has been proven to solve
real-world problems. The enthusiasm is
already there - we just have to channel it.
Serious gaming isn’t just a technological
craft. It’s a twenty-first-century way of
thinking and leading.
• Anderson, J., & Rainie, L. (2012, May 18). TheFutureof Gamification. Retrieved April 12, 2016, from http://www.pewinternet.org/2012/05/18/the-future-of-gamification/
• Ault, A. (2016, February 2). Video Games and Learning. Retrieved April 12, 2016, fromhttp://library.cqpress.com/cqresearcher/document.php?id=cqresrre2016021203
• E. (2012, May 10). Extra Credits: Metrics. Retrieved April 11, 2016, from https://www.youtube.com/watch?v=nqGcXOksFGg
• Kellogg, J. (2012, October 14). Millions Watch as Felix Baumgartner Makes Record-Breaking SpaceJump. Retrieved April 15, 2016, from
http://www.hollywoodreporter.com/news/millions-watch-as-felix-baumgartner-378859
• Kelly, K. (2007, March 19). SXSW: Serious Games:Can Learning Be Hard Fun? Retrieved April15, 2016, fromhttp://www.engadget.com/2007/03/19/sxsw-serious-games-can-
learning-be-hard-fun/
• McGonigal, J. (2016, March 09). SXSWedu Keynote| How to Think (and Learn) Like a Futurist. Retrieved April 12, 2016, from https://www.youtube.com/watch?v=CKvMmtclUBA
• M. (2015, December 9). Worlds 2015 Viewership. Retrieved April 12, 2016, fromhttp://www.lolesports.com/en_US/articles/worlds-2015-viewership
• Ma, M., Oikonomou, A., & Jain, L. C. (2011).Seriousgames and edutainment applications. London:Springer.
• Master Chief [Digital image]. (n.d.). Retrieved from http://mousenjoypad.com/reviews/xbox-one/halo-master-chief-collection-review/
• Samari, N. (2015, January 27). Thegrowing importanceof Serious Games. Retrieved April12, 2016, from http://www.bunnyfoot.com/blog/2015/01/the-growing-importance-of-
serious-games/
• Scimeca, D. (2014, August 17). WhyOregon Trail still matters. Retrieved April 15, 2016, from http://kernelmag.dailydot.com/issue-sections/features-issue-sections/10021/the-
lasting-legacy-of-oregon-trail/
• T. (2013, May 14). Games Are Serious Fun: MarkRein-Hagen at TEDxTbilisi. Retrieved April 11, 2016, from https://www.youtube.com/watch?v=KSo0OeHObo8
• The Gamification of Scientific Discovery | Big Fish Blog. (n.d.). Retrieved April 15, 2016, from http://www.bigfishgames.com/blog/stats/the-gamification-of-scientific-discovery/
• Von Ahn, L., & Dabbish, L. (2008, Aug). Designing Games With A Purpose. Retrieved April15, 2016, from https://www.cs.cmu.edu/~biglou/GWAP_CACM.pdf
Reference List
Karnik_Intro_To_Serious_Gaming
Karnik_Intro_To_Serious_Gaming

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Karnik_Intro_To_Serious_Gaming

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  • 6. “Serious games are games designed with intended purposes within the context of real-world problems.” SERIOUS GAMING
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  • 35. 5 MILLION PEOPLE WORLD OF WARCRAFT WIKI
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  • 38. 10,080 HOURS 5TH GRADE TO HIGH-SCHOOL GRADUATION
  • 39.
  • 40.
  • 41. “Tangential Learning is not what you learn by being taught rather it’s what you learn by being exposed to things in a context with which you’re already engaged in.”
  • 42. “Gamification is the idea of adding game elements to a nongame situation.”
  • 43. “Game-based learning is a type of game play that has defined learning outcomes. “
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  • 61.
  • 62. Key Takeaway Serious gaming has been proven to solve real-world problems. The enthusiasm is already there - we just have to channel it. Serious gaming isn’t just a technological craft. It’s a twenty-first-century way of thinking and leading.
  • 63.
  • 64.
  • 65. • Anderson, J., & Rainie, L. (2012, May 18). TheFutureof Gamification. Retrieved April 12, 2016, from http://www.pewinternet.org/2012/05/18/the-future-of-gamification/ • Ault, A. (2016, February 2). Video Games and Learning. Retrieved April 12, 2016, fromhttp://library.cqpress.com/cqresearcher/document.php?id=cqresrre2016021203 • E. (2012, May 10). Extra Credits: Metrics. Retrieved April 11, 2016, from https://www.youtube.com/watch?v=nqGcXOksFGg • Kellogg, J. (2012, October 14). Millions Watch as Felix Baumgartner Makes Record-Breaking SpaceJump. Retrieved April 15, 2016, from http://www.hollywoodreporter.com/news/millions-watch-as-felix-baumgartner-378859 • Kelly, K. (2007, March 19). SXSW: Serious Games:Can Learning Be Hard Fun? Retrieved April15, 2016, fromhttp://www.engadget.com/2007/03/19/sxsw-serious-games-can- learning-be-hard-fun/ • McGonigal, J. (2016, March 09). SXSWedu Keynote| How to Think (and Learn) Like a Futurist. Retrieved April 12, 2016, from https://www.youtube.com/watch?v=CKvMmtclUBA • M. (2015, December 9). Worlds 2015 Viewership. Retrieved April 12, 2016, fromhttp://www.lolesports.com/en_US/articles/worlds-2015-viewership • Ma, M., Oikonomou, A., & Jain, L. C. (2011).Seriousgames and edutainment applications. London:Springer. • Master Chief [Digital image]. (n.d.). Retrieved from http://mousenjoypad.com/reviews/xbox-one/halo-master-chief-collection-review/ • Samari, N. (2015, January 27). Thegrowing importanceof Serious Games. Retrieved April12, 2016, from http://www.bunnyfoot.com/blog/2015/01/the-growing-importance-of- serious-games/ • Scimeca, D. (2014, August 17). WhyOregon Trail still matters. Retrieved April 15, 2016, from http://kernelmag.dailydot.com/issue-sections/features-issue-sections/10021/the- lasting-legacy-of-oregon-trail/ • T. (2013, May 14). Games Are Serious Fun: MarkRein-Hagen at TEDxTbilisi. Retrieved April 11, 2016, from https://www.youtube.com/watch?v=KSo0OeHObo8 • The Gamification of Scientific Discovery | Big Fish Blog. (n.d.). Retrieved April 15, 2016, from http://www.bigfishgames.com/blog/stats/the-gamification-of-scientific-discovery/ • Von Ahn, L., & Dabbish, L. (2008, Aug). Designing Games With A Purpose. Retrieved April15, 2016, from https://www.cs.cmu.edu/~biglou/GWAP_CACM.pdf Reference List