Since 2006, the Serious Games Showcase & Challenge (SGS&C) has encouraged student, government and commercial game developers to submit their serious games for review by a panel of military, academia and industry gaming experts. For the SGS&C, an entry is considered a serious game if it incorporates game play dynamics in a product to educate or train a learner at any stage of the learning continuum from K-20 through adult. Finalists are showcased, and winners announced annually in the I/ITSEC exhibit hall. A wide range of information is collected when a product is submitted to the SGS&C and as each entry navigates through the evaluation process. Previously, the rich data collected each year has only been shared with individual entrants to help them learn from the process and possibly improve their games. The aggregate data that has been collected has historically only been reviewed internally by the SGS&C Planning Committee. The available data not only provide insight into what it takes to design a best-in-class serious game but by analyzing data from games submitted across a series of dimensions we've identified industry trends relevant to anyone interested in the application or development of serious learning games. This paper provides context to the aggregated data that spans the serious games and maps finalist scoring to instructional interventions, design principles and technologies being used.
The Serious Games Showcase & Challenge Distilled
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