[1] The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art.
Players acting as citizen scientists categorize and assess actual genetic samples or astronomical data.
[10] In addition, there is an increasing incorporation of serious games within university curricula which students can use to consolidate learning or enhance knowledge.
For example, hand-eye coordination and upper body muscles can be trained using Wii Sports, regardless of age and physical disabilities, alone or with others.
They are partly used in rehabilitation therapies to restore the user's finger mobility, reaction speed and eye-finger coordination.
[18] On the one hand, the health sector includes digital games for the professional area of doctor training, e.g. to train an operation or to impart specialist knowledge, and on the other hand they address the private end user who uses them, for example, as motivation tools for a healthier lifestyle, nutrition or for rehabilitation purposes.
In addition, Serious Games can be used as a training measure for patients who acquire knowledge about their clinical pictures and possible therapy options.
For example, the Sherman Kent School for Intelligence Analysis, an arm of the Central Intelligence Agency, uses Kingpin: The Hunt for El Chapo, a two-player game where one player represents drug trafficker Joaquín Guzmán and his cartel while the other one plays as law enforcement agencies who aim to capture Guzmán.
During a lesson, students play the game twice, once as law enforcement, once as the cartel, and the instructor periodically gives each player useful information.
The games try to represent warfare as realistically as possible in order to familiarize users with the dangers, strategies, weapons, tactics and vehicles.
[citation needed] Persuasive games are developed for advertisers, policy makers, news organizations and cultural institutions.
Future tasks will be presented and carried out in a large context, for example "TechForce", in which various technical areas are combined into an end product with the aim of winning a race.
The results showed promise for video games' future as a scientific data collection tool and was featured in a Bloomberg Prognosis Article.
Public, private and municipal institutions, such as fire brigades, police, Federal Agency for Technical Relief (Technisches Hilfswerk - Germany THW), DRK as well as crisis centres and NGOs benefit from them.
Psychological effect that exist in real life-threatening situation are not realistic in a serious game but the training in a serious game and exposure to the requirements and constraints in disaster management can prepare to a better response of the teams in a real disaster management case and lead to an improved risk mitigation strategies.