Serious games and educational simulations are an unique product category with functional requirements that are different from platform and casual games, MMOGs, and drill–n-skill learning games. The gameplay itself is only the tip of the iceberg: hidden out of sight is an engine the player doesn’t see.
As an emerging market, however, little has been written about the best engines for building serious games. This lack of transparency makes it difficult for publishers to choose development partners, and for developers to scope new projects. My article “Serious Game Engine Shootout: a comparative analysis of technology for serious game development” and panel discussion on March 6th at the Serious Games Summit is intended to help address this deficiency. For more on the topic visit my new Resources page.
-
-
4 Responses to “Serious Game Engine Shootout: A Comparative Analysis of the Technology”
Leave a Reply





Richard Carey Associates > Digital Media Solutions, Serious Games & Learning Simulations on September 15, 2007
[...] partnered on several MMOG research and development projects. Earlier this year I wrote a piece on serious game engines for CMP and this week Technology & Learning published Lee’s thorough article about Video [...]
Richard Carey > Digital Media Solutions, Serious Games & Learning Simulations on December 21, 2007
[...] Serious Game Engine Shootout [...]
Best of 2007 at iFast on January 11, 2008
[...] Serious Game Engine Shootout [...]
George on April 24, 2009
Nice article! I’d say that most decent game engines are good to go for serious game development. I think (even though I might be wrong) that the programmer is the one that can add “serious” behavior to almost any engine.