Michael’s and Chen’s “Serious Games: Games that Educate, Train, and Inform” is a textbook. I don’t mean that it’s a text book in the sense that an anthology of literature – something that you could read for pleasure if you were inclined to do so – or an academic text – which you could use for research – are “textbooks”. This book is a textbook in all levels.
When I read the title I expected some sort of elaboration on Bogost’s work – some sort of partially academic partially applied teaching volume that discussed serious games at a theoretical level, then proceeded to say “and this is how you teach with them”. Instead, the book focuses almost entirely on giving instructions on how to make serious games.
The opening chapters make an argument claiming that game developers should focus more on creating serious games. He explains that this is a good way for new developers to break into the business and for AAA teams to spend their time between major projects. The rest of the book focuses on how to create and sell serious video games to specific audiences.