Serious Games are defined as '.. software applications developed with game technology and game design principles for a primary purpose other than pure entertainment'.
A slightly different definition provide Dörner, Göbel, Effelsberg and Wiemeyer in their textbook on "Serious Games - Foundations, Concepts and Practice (2016)":
'A serious game is a digital game that was created with the intention to entertain and to achieve at least one additional goal (e.g., learning or health). These additional goals are named characterizing goals.'
The Serious Games group at KOM follows this approach and elaborates - in an interdisciplinary context - methods and concepts how to combine game technology and game concepts with information and communication technologies (e.g. sensor technology) and other domain-specific concepts for its use in a broad range of application domains. Hereby, the focus is set on educational settings (digital educational games, collaborative training) and games for health (personalised exergames, cognitive training, urban health games).
The overall aim is to elaborate a reference model for Serious Games resulting in a metadata format to describe Serious Games and to build the ground for a Serious Games portal (information center) as well as a quality label for Serious Games in a long-term perspective. Research topics and challenges are settled around the following three pillars:
In the course of the WTT Serious Games project, the Serious Games group offers two services:
Stefan Göbel as head of the Serious Games group contributes in the following associations and activities - finally with the overall aim to push forward the Serious Games field, both in industry and academia: