A second stream of work that contributed to today's gamification is the Serious Games movement. The Serious Games Initiative was founded in 2002 by Ben Sawyer and David Rejecsk, and it brought together the communities in the private sector, academia, and the military that were using games, full-fledged games, for training and simulation various kinds of non-game purposes. So, for example, the military was very interested in being able to simulate the battlefield and also in being able to use games as training mechanism for the thousands upon thousands of soldiers and others that it has to train every year. And many companies had similar interests. Now, serious games are different in a sense from what we're talking about in this course because they're full blown games. You have to actually have to build the simulation for a particular purpose. That's very powerful and there have been tremendous accomplishments using serious games. And, and the work on serious games informs much of what we're doing in gamification today but it's distinct for that reason. The Games for Change movement is a related initiative, or set of initiatives that focuses on using games for social impact. For example, Letting you play a side in the Arab Israeli Conflict in the game called, "Peace Maker", to understand some of the complexities of that incredibly naughty issue. Games are great for teaching systems thinking, for showing you that your individual actions fit into a much more complex larger whole, which is valuable for pure education, and is also valuable in trying to promote understanding of major social issues.