1 Department of Information and Media Studies, Faculty of Humanities, Aarhus University, Aarhus University2 Videnssamfundet, Aarhus University, Aarhus University3 School of Communication and Culture - Information Science, School of Communication and Culture, Arts, Aarhus University4 School of Communication and Culture - Information Science, School of Communication and Culture, Arts, Aarhus University
T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied.