‘Serious games’ rising as new growth engine

Clockwise from top, Talklish, Lulu’s Monkey Land and EcoFriendz are among the emerging ‘serious games’ with educational or social purposes.
Clockwise from top, Talklish, Lulu’s Monkey Land and EcoFriendz are among the emerging ‘serious games’ with educational or social purposes.

From healthcare, education and defense to public service, “serious games” are reaching out to a variety of sectors with a clear mission of education or training. The concept of the serious game which was invented to refer to the games with a primary goal of providing education and other social functions is still new in Korea. Its presence however is dramatically growing in the world scene.

Industry insiders say that for the next 10 years, non-entertainment games are presumed to be among the most potential sectors, expecting to uplift the negative image on conventional games.

The Korea Creative Content Agency (KOCCA) has decided to support the serious games from development and production to promotion with more than 1.5 billion won this year as part of the efforts to nurture it as the driving engine in the nation’s future growth.

The government’s support in non-entertainment games reflects the current dramatic market growth happening in the world stage, including Korea. According to recent data collated by iDate, a European market research agency, the global market of serious games which is valued at $3.1 billion grows by 70 percent every year on average and is expected to reach $8.8 billion by 2015.

For full article, see Korea Times.

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