Gaming
for
change
T
he virtual world is a gamer’s
playground. Creativity and
competition abound for
today’s generation, which has
grown up with technology and
embraces innovation at the speed
of bytes.
But gaming is no longer just about shoot
’em ups and mastering special moves.
Increasingly, the skills developed in
gaming are being applied in the real
world, in responsible jobs, and for the
benefit of others.
‘Gamification’ is already used in almost
all sectors, including by Department
18
of Transport and Main Roads to test
provisional drivers’ reaction times. It is
also used in the world of finance to teach
customers about money management, the
mining industry to manage risk, and schools
to creatively communicate the principles of
once-dry subject areas such as chemistry
and complex mathematics.
Serious games are creative outlets, mediums
for playful engagement and devices for
inspiring social change. Serious games are
all about playing with purpose—they are the
learning tools of our time.
The arts of strategy and play are the
bedrocks of a bright future for those
who want to turn fun into career—
if they are game.
“Our students generally
come from two groups:
those who are passionate
about games, and creative
people who are keen to
apply their artistic or
communications skills in
innovative ways.”
Ben Rolfe
Lecturer, Serious Games Development