DOMINOS Serious Games

“Through serious games, healthcare students don’t just learn, they grow. They deepen their knowledge, refine their skills, and gain the confidence to act. This is not simply innovation; it is a revolution in learning, and we stand firmly behind it.”
Pr. Claudine Wulman, coordinator of the DOMINOS 1 Project (2022-2024)
What are Serious Games?
Serious games are interactive digital or non-digital tools that use the principles and mechanics of games for purposes that go beyond entertainment. Their primary aim is to educate, train, raise awareness or support behavioural change, while maintaining a high level of engagement and user involvement.
By combining learning objectives with game-based approaches, serious games offer an effective way to address complex topics through active participation rather than passive information consumption.
Serious games are defined by the combination of several core elements:
A game-based structure
They rely on recognised game mechanics such as:
- clear objectives and rules
- challenges and progression
- feedback systems
- interactive scenarios and, in some cases, storytelling or simulation
These elements are not decorative. They structure the learning experience and support user engagement.
A clearly identified purpose
Unlike entertainment games, serious games are designed with a specific and explicit objective, such as:
- knowledge acquisition
- skills development
- awareness-raising on social, cultural or environmental issues
- professional training
- decision-making in complex or realistic contexts
Entertainment supports the objective but does not replace it.
An experiential learning approach
Serious games are based on learning by doing. Users actively interact with situations, make choices and experience the consequences of their actions in a safe environment.
This approach supports:
- deeper understanding
- improved retention of information
- increased motivation and involvement
Serious games are used across a wide range of sectors:
Education and training
- formal education and lifelong learning
- vocational and professional training
- development of transversal skills such as critical thinking, cooperation and problem-solving
Public sector and citizenship
- civic education
- awareness of public policies
- understanding institutional processes and social responsibilities
Social, cultural and environmental fields
- inclusion and diversity
- sustainability and environmental transition
- intercultural dialogue
- cultural heritage and historical awareness
Professional and organisational contexts
- workforce training
- risk prevention and compliance
- management, leadership and ethics
- simulation of real-life professional situations
Serious games offer several advantages compared to more traditional approaches:
- active user participation rather than passive learning
- high levels of engagement and motivation
- safe experimentation with complex or sensitive issues
- adaptability to different audiences and cultural contexts
- innovative and inclusive learning formats
They are particularly well suited to projects that aim to reach diverse audiences and encourage meaningful interaction.
Within European cooperation projects, serious games are increasingly used as:
- educational and training tools
- awareness-raising and dissemination instruments
- supports for intercultural exchange
- reusable and transferable resources across countries and contexts
They contribute to making complex European priorities more accessible, interactive and understandable for a wide range of stakeholders.
