‘We learn through play’

How video games are getting serious

By Caitlin Fitzsimmons  April 10, 2022 
https://www.theage.com.au/technology/video-games/we-learn-through-play-how-video-games-are-getting-serious-20220322-p5a6rx.html


Australian computer developers are creating a new generation of “serious games” 
that go beyond Mario and Minecraft, providing public health messaging, mental 
health support and awareness campaigns.

Interactive Games and Entertainment Association chief executive Ron Curry said 
games have become an effective teaching tool because people have always learned 
through play.

“It’s about using the power of games to engage and motivate, to do something 
other than be purely entertaining,” he said.

[A screenshot from Sharmila, developed by Chaos Theory Games for the World Food 
Programme]

The Digital Australia 2022 report found 17 million Australians of all ages and 
genders play games.

The nationally representative survey of more than 3100 individuals in more than 
1200 households found people play games not purely for entertainment, but also 
to achieve health outcomes such as improving mental function, balance and 
coordination, and emotional wellbeing.

Games have been used in a school setting for many years - Reading Eggs and 
Mathletics are staples in Australian schools and even Minecraft has an 
education edition.

Three out of five parents in the Digital Australia report say their children 
use games in the school curriculum.

“Gamification” - where you use game design principles to educate and motivate 
people - has been a buzzword in corporate circles for about a decade, but the 
trend is now mainstream.

Serious games are being used widely including in adult education, public health 
messaging and testing, mental health support, and awareness campaigns.

Many universities are teaching courses in the design and development of serious 
games and some universities such as Flinders University and the University of 
the Sunshine Coast are offering entire degrees.

In recognition of the accelerating trend, there has been a serious games 
category at the Australian Game Developer Awards since 2019.

Last year’s winner was Sharmila for the World Food Programme, developed by 
Chaos Theory Games.

The trend is good for the Australian game development industry, which struggles 
to compete against global companies. Mr Curry said the industry employed about 
1700 people locally, compared with the Canadian industry, which supported about 
27,000 jobs.

“Serious games mean a much wider market, both locally and internationally,” Mr 
Curry said.

“We know that the [federal] government and state governments at the moment are 
offering incentives and offsets to attract businesses and talent in Australia 
to do game development. That will be a multiplier when we look at serious 
games.”

While some studios specialise in serious games, such as Chaos Theory Games, for 
others it is an additional business opportunity. For example, Big Ant Studios 
is best known for producing sport titles for mobile, console and desktop, but 
has also designed virtual reality training for law enforcement use.

Sound Scouts was founded entirely to turn the classic children’s hearing test 
into a fun game played on a smartphone or tablet for ages four and up, and then 
attracted funding from the Australian Department of Health.

Carolyn Mee, founder and chief executive of Sound Scouts said the engagement 
improved the accuracy of results.

“If you’ve ever done a regular hearing test, it’s really quite boring - they 
may just use a series of tone sounds,” Ms Mee said.

“If you test a five-year-old with that method, you get a lot of false 
positives, where you’re told you have an issue and you don’t… because they stop 
concentrating.”

Mark McMahon, a professor in games & interactive design at Edith Cowan 
University, said the rise of serious games partly reflected the fact people 
have shorter attention spans.

“It’s a legitimate concern that one of the things that we have become kind of 
resistant to is the notion of just being able to put our heads down and 
concentrate on one thing for a long time,” Professor McMahon said.

“We take things in in much more bite-sized chunks than we did previously and 
gamification does allow us to do that.”

But Professor McMahon said games were also an effective way to learn because 
interacting with something made you process it more deeply.

“That’s why we often talk about games being more effective, but they’re not 
necessarily more efficient; they’re not the fastest way to obtain information,” 
he said.

Homegrown ‘serious games’


  *   PlayED (Chaos Theory Games): lets teachers customise games.


  *   Kana Quest (Not Dead Design): teaches Japanese writing.


  *   TRIOS (Samurai Punk): educational maths game.


  *   Streets of My Town (Institute of Games): connects young people with 
mental health services.


  *   Thinking Brain Game (3D Sense for Kids Helpline): teaches children how to 
deal with anxiety.


  *   Sound Scouts (sponsored by the Australian Department of Health): hearing 
test for children aged 4+.


  *   Sharmila (Chaos Theory Games for World Food Programme): teaches about 
development.


  *   Bleached Az (Chaos Theory Games): promotes ocean conservation.


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