Gamification is the adding of game elements and mechanics into non-gaming environments. In eLearning, this can include the use of a point system, leaderboard and badges. It is used to make the learning experience more interactive, and therefore increase the learner’s level of engagement and excitement with the material. According to ‘The 2019 Gamification at Work Survey’ by TalentLMS, 88% of employees say that gamification makes them feel more productive at work.
However, a serious game takes this concept a step further by minimising the divide between entertainment and training. It is defined as ‘a game designed for a primary purpose other than pure entertainment’ (Wikipedia).
It uses a complete game structure, and also involves an alignment to learning goals which ultimately drive the complexity of the game, from the game mechanics to the narrative. For example, they are useful for situations where practical skills are required, and may be in the form of a fun simulation with a storyline and a reward system. A gamified eLearning course may have a time-sensitive quiz activity, but in a serious game, the time-sensitivity could be in a medical situation, which could have real world consequences. It allows learners to gain the experience and skill, but without the risks, so they can make as many mistakes as they can and learn from them. Painting this process as a game also removes the pressure and stress of failure, and with a scoreboard or leaderboard, may encourage them to play it repeatedly until they get a better result.
According to the report released by Allied Market Research, the global serious games market is expected to rise from US$2.7 billion in 2016 to around US$9.2 billion in 2023.
One method may not be better than the other as different factors such as time, resources, practicability and relevance come into play. But serious games have seen much success and adoption in the learning industry, and should be considered when creating training that fulfils learning needs.