Reinventing learning through digital play.

Serious Games Exposed

  • Release:

    March 2009

The aim of this projects was to clearly outline the serious games activity in the UK from which companies are developing serious games, which industries have adopted serious games, technologies being used, skills gaps and the future of the industry including opportunities and barriers.

The Serious Games Exposed (SGE) project was initiated in September 2007 and funded by the Interactive Digital Media (IDM) funding through Advantage West Midland (AWM).

The project was delivered in partnership with Digital 2.0 Ltd and the Serious Games Institute (SGI). The project was split into three sections: 1) Mapping of serious games industry in the UK including an interactive map 2) The creation of a serious games online shop, Buy Serious Games 3) An effectiveness study to test games Vs class based learning. 

Serious Games Exposed was not set up and delivered to be a one-of project. The ideas came about from the realisation there were missing links in the Serious Games industry, and by helping to bridge these links, potentially this project could help the industry to flourish.

It is the intention to grow the shop window into a global showcase, inviting global products onto the website and carrying out a more precise global mapping of the industry to identify key trends, growth and market worth. Therefore this project is not intended to be a one off analyses, but a continuation for the foreseeable project.

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"Serious Games Exposed in conjunction with Digital 2.0, allowed us to take a snap shot of the market and identify opportunities for growth and support for the industry"

Prof. Sara de Freitas

Director of Research, The Serious Games Institute

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