Author(s) Publication Date Description Key Classification Criteria
Herz 1997 Identified the potential of games beyond entertainment, emphasizing their application in education and training. Educational potential, training applications.
Zyda 2005 Defined serious games as mental contests using computer-based simulations for training, education, health, and public policy. Purpose (training, education, health, public policy), simulation-based.
Alvarez 2007 Proposed a classification based on the game’s purpose and target audience, highlighting the diversity of serious games. Purpose, target audience, application domain.
Sawyer 2008 Developed a taxonomy categorizing serious games by market segments and application areas, aiming to map the serious games landscape comprehensively. Market segment, application area (e.g., education, health, training).
Djaouti et al. 2011 Introduced the G/P/S model, classifying games based on Gameplay, Purpose, and Scope to analyze their serious aspects systematically. Gameplay, Purpose, Scope.
U & Seka 2014 Focused on the educational potential of serious games, proposing a taxonomy based on learning objectives and pedagogical approaches. Learning objectives, pedagogical approach.
Lamarti 2016 Developed a comprehensive taxonomy considering technological aspects, user engagement, and application domains to better understand serious games’ multifaceted nature. Technology, user engagement, application domain.