
Designing Serious Games
MIT Press
Published on 6. January 2026
Book
Hardback
370 pages
978-0-262-04998-6 (ISBN)
Description
A comprehensive guide to the design and development process of games for impact.
Serious games—or games for impact—encompass everything from educational, therapeutic, and rehabilitative games to games for social, scientific, and cultural impact. While the field is flourishing, the practice of actually designing such games is not readily understood. Filling this gap, Designing Serious Games provides a comprehensive guide to the design and development process of this unique interdisciplinary field. The book guides readers through a user-centric design process that includes methods to define the game’s goal, understand its target audience, design accordingly, and evaluate outcomes. Featuring diverse case studies, actionable advice, and incisive interviews with transformational game practitioners and industry leaders, this practical book is an essential resource for anyone interested in designing serious games.
Serious games—or games for impact—encompass everything from educational, therapeutic, and rehabilitative games to games for social, scientific, and cultural impact. While the field is flourishing, the practice of actually designing such games is not readily understood. Filling this gap, Designing Serious Games provides a comprehensive guide to the design and development process of this unique interdisciplinary field. The book guides readers through a user-centric design process that includes methods to define the game’s goal, understand its target audience, design accordingly, and evaluate outcomes. Featuring diverse case studies, actionable advice, and incisive interviews with transformational game practitioners and industry leaders, this practical book is an essential resource for anyone interested in designing serious games.
- Provides game design instruction tailored to the needs of serious games
- Offers step-by-step activities and guidance on concept design, preproduction, production, and postproduction
- Highlights industry perspective through interviews sharing real-life insights of development practice
- Includes extensive exercises and case studies
- Suits both students and professionals
More details
Language
English
Place of publication
Cambridge (Massachusetts)
United States
Publishing group
MIT Press Ltd
Illustrations
45 BLACK AND WHITE ILLUS.
Dimensions
Height: 236 mm
Width: 156 mm
Thickness: 30 mm
Weight
766 gr
ISBN-13
978-0-262-04998-6 (9780262049986)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Magy Seif El-Nasr | Elin Carstensdottir | Michael John
Designing Serious Games
E-Book
01/2026
MIT Press
€83.49
Available for download
Persons
Magy Seif El-Nasr is Professor and Department Chair of Computational Media at the University of California, Santa Cruz, where she directs the Game User Interaction and Intelligence (GUII) Lab. She has been recently appointed the UC Presidential Chair at Santa Cruz to support her work on AI literacy and innovations in AI and Education. Her research focuses on developing new methods that push the boundary of research in understanding and augmenting human experiences towards making social impact in areas of education, training, and health.
Elin Carstensdottir is Assistant Professor of Computational Media at the University of California, Santa Cruz, where she directs the Interaction Dynamics (ID) Lab. Her research focuses on the development and design of research tools and games for impact, where she investigates the dynamics between interfaces, AI and user experience with a focus on interactive narrative, virtual characters and social simulation.
Michael John is Associate Teaching Professor of Computational Media at the University of California, Santa Cruz, where he directs the Games and Playable Media MS Degree Program, teaching courses in game development as well as games for impact. He previously worked in the commercial industry for both entertainment games and educational games, including as a co-founder of the GlassLab educational games studio.
Elin Carstensdottir is Assistant Professor of Computational Media at the University of California, Santa Cruz, where she directs the Interaction Dynamics (ID) Lab. Her research focuses on the development and design of research tools and games for impact, where she investigates the dynamics between interfaces, AI and user experience with a focus on interactive narrative, virtual characters and social simulation.
Michael John is Associate Teaching Professor of Computational Media at the University of California, Santa Cruz, where he directs the Games and Playable Media MS Degree Program, teaching courses in game development as well as games for impact. He previously worked in the commercial industry for both entertainment games and educational games, including as a co-founder of the GlassLab educational games studio.
Content
Part I
1 Serious Games: An Introduction
2 Designing and Developing Serious Games
3 What Is Impact?
4 The Business of Serious Games
Part II
5 Understanding Users
6 Defining the Target Audience
Part III
7 Concept Design
8 Pre-Production
9 Production and Polish
Part IV
10 Game Useability through Heuristics
11 User Studies
12 Evaluating Playability and Engagement
13 Conclusion and Remarks on Measuring Impact
1 Serious Games: An Introduction
2 Designing and Developing Serious Games
3 What Is Impact?
4 The Business of Serious Games
Part II
5 Understanding Users
6 Defining the Target Audience
Part III
7 Concept Design
8 Pre-Production
9 Production and Polish
Part IV
10 Game Useability through Heuristics
11 User Studies
12 Evaluating Playability and Engagement
13 Conclusion and Remarks on Measuring Impact