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Serious games for business: what they are, what they are for, how to measure them and what they cost

· 7 min read

A serious game is a game designed so your team learns or practices something real. We explain their uses in business, how to measure their impact and what one costs, starting with a 4-week pilot.

A serious game is a game designed for a purpose other than entertainment: so that whoever plays it learns, practices or changes how they act. In business it is used to train staff in situations that a traditional course only lets them read about: handling a difficult customer, spotting a hazard on the shop floor or making a decision with the regulations in front of them. The learner doesn't study the situation, they live it and see the consequences of what they decide.

In this article we look at what companies use them for, how they differ from gamification and from an e-learning course, how to measure whether they work, what drives their cost and the steps to commission one without surprises.

What a serious game is (and why it works)

A serious game has the pieces of any game (a goal, rules, decisions and consequences), but they all serve a syllabus. If the goal is for a salesperson to handle objections, the game puts customers with objections in front of them; if it is for an operator to identify hazards, it lets them walk through a warehouse with hidden hazards.

There is evidence that the approach works: the meta-analysis by Wouters and colleagues in the Journal of Educational Psychology concluded that serious games are more effective than conventional instruction for both learning and retention. That doesn't mean any game teaches: it works when the design starts from what the learner must be able to do at the end.

Typical uses of serious games in companies

  • Onboarding: new employees walk through the company, get to know processes and people and solve their first tasks in a safe environment, at their own pace.
  • Sales and customer service: simulated conversations where you choose what to say, with customers who react to your answers.
  • Health and safety: spotting hazards, following an emergency procedure or using equipment correctly, without exposing anyone to real danger.
  • Compliance: data protection, anti-money laundering, codes of conduct. Cases with real dilemmas instead of a list of rules nobody remembers.
  • Soft skills: communication, leadership, negotiation or conflict management, where what matters is practicing decisions, not memorizing definitions.

One of ours: we are developing Hipatia for our client TresLX, a web serious game built in Godot that turns a communication skills syllabus into an adventure with built-in tests and 3D settings. You can see it in our projects.

Serious game, gamification and interactive course: how they differ

They are three different tools and they often get mixed up. The practical difference is how much game there is and what it is for:

Serious gameGamificationInteractive course
What it isA full game designed for learningGame mechanics (points, badges, leaderboards) on top of something that isn't a gameTraining content with exercises, videos and questions
How the learner learnsBy practicing and seeing the consequences of their decisionsBy doing the usual thing, with more motivationBy reading, watching and answering
Best forSkills, procedures and decisionsIncreasing participation and consistencyTheoretical knowledge and broad syllabuses
Production effortHighMediumLow to medium

They don't compete with each other. An interactive course can cover the theory and a serious game the practice; gamification can keep a long program going. The useful question is not which is better, but what the learner must be able to do at the end.

Rule of thumb: if what you want to teach can be checked with a quiz, an interactive course is probably enough. If checking it would mean watching the person act, a serious game is a better fit.

How to measure the impact of a serious game

One advantage of serious games over classroom training is that everything the learner does can be recorded. It is worth deciding what to measure before you start, on four levels:

  1. Completion: how many people start, how many finish and where they drop out. If many get stuck at the same point, that part of the game needs reviewing.
  2. Scores and correct answers: which decisions each learner makes, how many attempts they need and which questions they fail most. It tells you which part of the syllabus isn't getting through.
  3. In-game behavior: time in each scenario, paths chosen, repeated mistakes. This is information a quiz doesn't give you: how the person reasons.
  4. Results on the job: what really matters (fewer incidents, better conversions, fewer procedural errors). It requires comparing your company's indicators before and after, and we define them with you at the start.

The first three levels are collected in a results report per learner. If the game is exported to SCORM, your learning platform (LMS) also receives completion and score, just like any other course.

How much a serious game costs

A custom serious game with us is a complete game, with built-in exams and tests and gameplay designed to teach, in about 28 weeks. The price depends on the length, the number of scenarios, the level of visual detail (2D or 3D) and whether it has to integrate with your platform. After a free first call we send you, within 48 hours, a proposal with scope, timeline and a cost breakdown.

If you would rather validate the idea before committing to the full project, we offer a 4-week serious game pilot, at a fixed price. It includes:

  • One prototype level with the game's core mechanic, on your syllabus.
  • An exam built into the game.
  • Web version, to test it with a small group of learners.

If we then carry on with the full project, what you paid for the pilot is deducted. And the source code is yours: we hand it over with the documentation.

How to commission a serious game, step by step

  1. Define the learning goal. Not "sales training", but "the salesperson can answer the five most common objections". The more specific, the better the game.
  2. Gather the syllabus and the person who knows it. Current materials, real cases and someone on your team who can confirm that what happens in the game is true to reality.
  3. Decide what you will measure. Which in-game indicators and, if possible, business indicators will tell you whether it worked.
  4. Start with one level. A pilot with one prototype level lets you test the core mechanic with a small group of learners and fix things before producing the rest.
  5. Test with real users. We do it in all our projects: watching people play reveals problems that never come up in a meeting.
  6. Deploy and review the data. Publish on the web or in your LMS, review the per-learner report after the first few weeks and adjust whatever is needed.

The most common mistake is commissioning a fun game and adding the questions afterwards. It works the other way round: first what the learner has to learn, then the mechanic that makes them use it.

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