Abstract
In the early 2000s, the concept of "serious games" was developed as a way to expand the application of games. Such concept had been treated mainly in an educational context in various fields, such as educational and learning games and simulations. Involving the game industry and academic circles, it became widespread. In the 2010s, "gamification" further expanded such social interests in various fields, and involved social efforts to incorporate games into society. This presentation will organize and discuss the evolution of related concepts that have been proposed along with serious games and gamification.