Differentiation should include
- entertainment as play
- serious games (e.g., training, military activity, education)
- simulation as imitation of activity (e.g., flight using simulation hardware and software).
Process/Skill Questions:
- What are examples of games that fall under more than one category?
- Who uses games, and why do they game?
- How can serious games apply to everyday life?
- When would a simulation game be considered entertainment instead of a serious game?
- What is an example of a game classified as serious?
- What are the strengths and weaknesses of serious games?
- How do games mimic reality, and how might that benefit those who seek to master skills needed in reality?