- Oxford Library of Psychology
- Oxford Library of Psychology
- About the Editor
- Storytelling and Media: Narrative Models from Aristotle to Augmented Reality
- Arguing for Media Psychology as a Distinct Field
- Media Psychology and Its History
- Inside <i>Media Psychology:</i> The Story of an Emerging Discipline as Told by a Leading Journal
- Media Literacy: History, Progress, and Future Hopes
- Research Methods, Design, and Statistics in Media Psychology
- Qualitative Research and Media Psychology
- Why It Is Hard To Believe That Media Violence Causes Aggression
- Children's Media Use: A Positive Psychology Approach
- The Role of Emotion in Media Use and Effects
- Media Violence, Desensitization, and Psychological Engagement
- Sexual Media Practice: How Adolescents Select, Engage with, and Are Affected by Sexual Media
- Race, Ethnicity, and the Media
- Representations of Gender in the Media
- The Psychology Underlying Media-Based Persuasion
- Social Influence in Virtual Environments
- Active Video Games: Impacts and Research
- Serious Games: What Are They? What Do They Do? Why Should We Play Them?
- Violent Video Games and Aggression
- Children, Adolescents, and the Internet: Are There Risks Online?
- Pathological Technology Addictions: What Is Scientifically Known and What Remains to Be Learned
- Video Games and Attention
- A General Framework for Media Psychology Scholarship
- Engaging with Stories and Characters: Learning, Persuasion, and Transportation into Narrative Worlds
- The Political Narrative of Children's Media Research
- Media Psychophysiology: The Brain and Beyond
- The Japanese Approach to Research on the Psychological Effects of Media Use
- Media Content Analysis: Qualitative Methods
- Media Psychology: Past, Present, and Future
Abstract and Keywords
Serious games are designed to entertain and educate players, and to promote behavioral change. This chapter reviews characterizations of serious games and the theoretical perspectives, most notably Social Cognitive Theory, that have been used to account for their effects, and game elements such as identity, immersion, and interactivity. It also surveys the diverse areas in which serious games have been used, such as health, education, civic engagement, and advertising. It concludes by identifying future directions for serious game design research and development that will promote transfer of skills and content from the game to the real world, including debriefing and explication of players’ behaviors and cognitive skills while playing.
Fran C. Blumberg, Division of Psychological & Educational Services, Fordham University, New York, NY
Debby E. Almonte, Division of Psychological & Educational Services, Fordham University, New York, NY
Jared S. Anthony, Division of Psychological & Educational Services, Fordham University, New York, NY
Naoko Hashimoto, Division of Psychological & Educational Services, Fordham University, New York, NY
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