In recent years, the terms ‘serious games’
have gained increasing prominence and recognition as effective tools for influencing knowledge, behaviour and skills.
So-called ‘serious games’ are usually defined as simulations designed to provide target audiences with an insight into (special) situations and to strengthen the learning effect achieved by providing a safe, but inspiring environment. Serious games are often played away from the actual workplace and usually don’t last long.
The term ‘gamification’ can be defined as ‘laying game mechanisms over reality’. Running and cycling apps, in which badges, ribbons and leaderboards are used to motivate users and show progress, are good examples of gamification.