Serious Games Taxonomy |
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| by Ben Sawyer, President, Digital Mill (taken from http://www.seriousgames.org/presentations/serious-games-taxonomy-2008_web.pdf) | ||||||||
GENRE |
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| Games for Health | Advergames | Games for Training | Games for Education | Games for Science & Research | Production | Games as Work | ||
| Government & NGO | Public Health Education & Mass Casualty Response | Political Games | Employee Training | Inform Public | Data Collection/ Planning | Strategic & Policy Planning | Public Diplomacy, Opinion Research | |
| Defense | Rehab & Wellness | Recruitment & Propaganda | Soldier Support Training | School House Education | War Games & Planning | War planning & weapons research | Command & Control | |
| Healthcare | Cybertherapy/ Exergaming | Public Health Policy & Social Awareness Campaigns | Training Games for Health Professionals | Games for Patient | Visualization/ Epidemiology | Biotech manufacturing & design | Public Health Response Planning & Logistics | |
SECTOR |
Marketing & Communications | Advertising Treatment | Advertising, Marketing with games, product placement | Product Use | Product Information | Opinion Research | Machinima | Opinion Research |
| Education | Inform about disease/ risks | Social issue games | Train teachers/ Train workforce skills | Learning | Corporate Science & Recruitment | Documentary | Teaching Distance Learning | |
| Corporate | Employee Health Information & Wellness | Customer Education & Awareness | Employee Training | Continuing Education & Certification | Advertising/ Visualization | Strategic Planning | Command & Control | |
| Industry | Occupational Safety | Sales & Recruitment | Employee Training | Workforce Education | Process, Optimization, Simulation | Nano/Bio-Tech Design | Command & Control | |

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