
Serious video games, also known as educational games or games with a purpose, are those designed with the primary goal of teaching, informing, or influencing a specific aspect outside of pure entertainment. They can cover a wide range of topics, from education and training to awareness, raising and social change.
Games with an educational purpose or “serious games”, such as Foldit and EteRNA, have been transformed into powerful instruments with a wide range of applications. Historically, the idea of serious games can be traced back to reflections on the purpose of play, found in the works of Plato and other philosophers of antiquity. Nonetheless, it was Clark C. Abt, an American researcher and writer, who introduced the term “serious games” in 1970, defining them as games with an “explicit and carefully planned educational goal.”
In more recent times, serious games gained recognition thanks to the work of Ben Sawyer, who played a crucial role in spreading the concept in 2002. Sawyer was a co-founder of the Serious Games Initiative, whose purpose was to encourage the use of games for educational and training purposes. Since then, serious games have evolved and extended their uses.
Foldit and EteRNA are prominent examples of serious games that have contributed significantly to their respective fields. Foldit is a game that allows players to contribute to scientific research by solving puzzles about protein folding. He has managed to capture the interest of players and use his problem-solving skills to tackle complex scientific challenges.
On the other hand, EteRNA is a game focused on RNA folding. Players design RNA molecules and experiment with their structures to understand how they fold and work. This game has also contributed considerably to scientific research and involved players in the process of understanding RNA.
The potential of serious games is immense. They can be used for educational purposes, training simulations, health interventions, social impact initiatives, and much more. Serious games can boost learning, improve problem-solving skills, promote collaboration, and provide immersive experiences in a variety of contexts.
Importantly, serious gaming is not limited to digital platforms. Non-digital serious games also have a rich history, with examples such as role-playing, simulations, and board games used for educational and training purposes.