segunda-feira, 25 de maio de 2015

Serious games: a definition

In this moment I'm reading the excellent book "Design and use of serious games". In this text I found a very objective and didactic definition of this kind of game. In the words of Kankaanranta and Neittaanmäki (2009, p.21) we can define serious games as

games that engage the user, and contribute to the achievement of a defined purpose other than pure entertainment (whether or not the user is consciously aware of it). A game’s purpose may be formulated by the game’s designer or by the user her/himself, which means that also a commercial off-the-shelf (COTS) game, used for non-entertainment purposes, may be considered a serious game. The desired purpose, i.e. a serious game, can be achieved through a spectrum ranging from the mere utilization of game technology for non-entertainment purposes to development of specifically designed games for some non-entertainment purpose or the use and/or adaptation of commercial games for non-entertainment purposes. We also propose that any combination of the above would constitute a feasible way to achieve the desired effect

This idea helps us think games beyond entertainment. It is certainly an inspiration to understand games as tools in the areas of education, health and business training. Let's think about it and discuss.



KANKAANRANTA, Marja; NEITTAANMÄKI, Pekka (Eds.). Design and use of serious games. Jyväskylä: Springer, 2009.

segunda-feira, 18 de maio de 2015

Adding some entertainment in advertising campaigns

I like to show Brazilian examples of advergaming. First of all, because I’m Brazilian. Second, because Brazil has a rich field of excellent examples to illustrate this contemporary kind of advertising, which uses games in its core.

Today, I bring one very interesting example to discuss here: one app created for Vivo (one of the big mobile companies in our country) that mixes gaming language, educational concepts and rewarding. The app’s name is UNLOCK LESSONS, and the idea is to put some serious content in children’s mobile devices for everyday life. Every time the child will unlock their phone, they must answer a quiz question about some scholar content.

Check the video below to understand:

This kind of advertising piece proves a possibility to transform serious content in a funny content with relevant results. About this subject, Miller (2004, p.69) says “The special qualities of games and stories are equally valuable when it comes to projects that are designed to be more functional—works that marry entertainment to some other task. Such projects are used for education (edutainment), information (infotainment), and advertising (advergaming). They also serve a role in training, promotion, and marketing. Game and story elements can make such interactive works far more palatable to the target users, and more successful at accomplishing their intended mission”. I’m gathering some good examples of Brazilian advergames for a more complete post. Wait for news.


MILLER, Carolyn Handler. Digital storytelling: a creator’s guide to interactive entertainment. Oxford: Focal Press, 2004.

terça-feira, 12 de maio de 2015

Thinking about iterative design

The idea of iterative design synthesized in a very didactic video. Check below:

My favorite subject of study today.