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ARTICLE · 23 MAY 2014

Extra Life For Serious Games

In 2012, Sue Bohle, Executive Director of the Serious Games Association, said the global market for serious games was estimated to be between US$2 to US$10 billion.

United KingdomMedia, Telecoms, IT, Entertainment

In 2012, Sue Bohle, Executive Director of the Serious Games Association, said the global market for serious games (loosely defined as games with a purpose beyond just entertainment) was estimated to be between US$2 to US$10 billion, depending on how much of the market for games, simulations and virtual worlds is included in the calculation.

A year or so later, the serious games market was hit by several big-name failures but today, games such as Play To Cure: Genes in Space and multi award-winning releases such as Depression Quest and Papers Please are helping to drive a resurgence.

1-up for serious games

In January 2014, BBC's Newsbeat published a story, "Could playing video games help to beat depression?" covering two serious games. Depression Quest, a semi-autobiographical tale from the point of view of a person struggling with depression, was covered together with SPARX, a fantasy role playing game designed to treat depression.

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