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Thursday, Aug 20, 2009
by PopMatters Staff
by Ken Stier
Miller–McCune (31 July 2009)

“The people behind the burgeoning field of serious games aim both to get people to care about solving world problems while learning that all answers have their consequences… As a player with “agency,” who can affect the drama’s as-yet-underdetermined outcome, you have a heightened responsibility, they argue. That makes games inherently engaging and part of what makes them “fun.” It’s also the reason players spend hours replaying games - and in some cases develop globe-spanning communities of players who share the passion. But all that fervor focused just on zapping digital aliens? Some game developers are attempting to wrest creative and market space from the larger commercial universe of games with more purely entertainment aims, and titles such as Halo, World of Warcraft, Mario Kart 64, Grand Theft Auto, NCAA March Madness and Guitar Hero. These are “games for change,” a genre that is itself a subset of the larger “serious games” field that includes the broader effort to develop educational games.”


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