Table of Contents
1 - Introduction to serious games
- 1.1 Definition
- 1.2 History
- 1.3 Characteristics
- The differences between serious games and video games
- The differences between serious games and edutainment titles
- The differences between serious games and simulators
- 1.4 Areas addressed
- Defence
- Teaching and training
- Advertising
- Information and communications
- Culture
- Health
- Political activism
2 - Content and target audiences
- 2.1 Content of serious games
- 2.2 Target audiences for serious games
- Potential users
- Potential customers
- 2.3 The life-span of a serious game
- Key factors
- Multi-user serious games
- CD and DVD-supported serious games
- Ubiquitous serious games
3 - Industry and market
- 3.1 Breakdown of the value chain
- 3.2 The development challenges
- Beneficial and enjoyable scenarios
- Approaches to ensure a practical benefit
- Gameplay: the vital component of any serious game
- Testing
- The gameflow concept
- Ensuring user friendliness
- The importance of third parties
- 3.3 Business models
- The B2B sector
- The B2C sector
- The B2B2C sector
- 3.4 Distribution models and services
- Free-of-charge distribution
- “Semi free-of-charge” distribution
- Commercial distribution
- 3.5 Main markets for serious games
- Description of the market
- The American market
- The European market
4 - Outlook and challenges
- 4.1 Outlook and growth drivers
- Mobile telephony
- Game consoles
- PCs and online
- Technological innovations
- 4.2 Market growth outlook
- 4.3 Challenges and opportunities
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