Slideshow transcript
Slide 1: Jurriaan van Rijswijk
Slide 2: Who plays games? jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 3: www.gamesfactoryonline.com jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 4: Portfolio 2007 2008 - Ondernemersspel - Talenspel NL-ENG - Climate Quest - Talenspel Nederlands - Wiskunde - Stratego - Rekenen - Project management - Hotel management - CMM - Stratego mmog - Rummikub jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 5: Serious gaming Entertainment gaming jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 7: No examples needed jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 8: Resource • Rapport: Serious games: sectoroverstijgende technologie- en marktverkenning: M&ICT Op te vragen bij Postbus 51 • http://www.minez.nl/Actueel/Onderzoeken/Onderzoeken_2007 jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 9: Mind the gap jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 13: Theory of fun jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 14: What is fun? • Fun is about our brains feeling good, releasing Endorphins • One of the subtlest releases of chemicals is at a triumph moment we learn something • It is important to survive • Therefore if we learn something, our body rewards us jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 15: Definition of a good game • One that teaches everything it has to offer before the player starts playing • Games are teachers • Fun is just another word for learning When learning is boring ? • The method of transmitting is wrong • Good teachers are those who make learning fun • Games are very good teachers when funny jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 16: Theory of fun (chapter 1) • Language is hard coded behaviour, it is an instinct • Seeing a pattern without understanding it (example of tic-tac-toe) – you simply ‘see’ the patterns • People who play mentally challenging games are delaying the onset of Alzheimer jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 18: Illusion jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 21: Nintendo invests each year US$ 140 million in research and development. jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 22: The US federal gouvernment spent less than half as much on Research and Innovation in Education! jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 24: VALIDATIE jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 25: User Generated Content & Online Oxygen jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 28: Remember User Generated Content?! jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 29: www . wii have a problem . com jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 30: Intel IT Manager Game Source: itmg2.intel.com/eng/ jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 31: Digital immigrantes Source: Seniorweb, Cornell jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 32: Affective computing & gaming jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 33: Storytable jurriaan.vanrijswijk@gamesfactoryonline.com Source: www.waag.org
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Slide 36: Source: www.yourselffitness.com jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 37: Gaming in healthcare Surgeons who play video games three hours a week have 37 percent fewer errors and accomplish tasks 27 percent faster. Dr. James Rosser Jr, top surgeon and director of the Advanced Medical Technologies Institute at Beth Israel Medical Center in New York. Source: www.wired.com jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 38: • "I use the same hand-eye coordination to play video games as I use for surgery," said Dr. James "Butch" Rosser, 49, who demonstrated the results of his study at Beth Israel Medical Center. • Rosser said the skill needed for laparoscopic surgery is "like tying your shoelaces with 3-foot-long chopsticks." Source: www.msnbc.msn.com/id/4685909/ jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 39: Glucoboy Glucoboy Designed for children with diabetes, Glucoboy is a blood glucose meter cartridge for the Nintendo GameBoy. Source: www.diabetesincontrol.com jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 40: Re-mission • Young children undergoing treatment for cancer • Objective is to change players illness representations in order to: – Promote adherence to self care during treatment – To teach self care skills and related self care knowledge jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 41: Missions Pamela Kato Source: www.re-mission.net jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 42: Method • 375 adolescents were given a game: a commercial and non-commercial • 2 groups: – Regular commercial game – Regular + Re-mission game • A Test on cancer related knowledge before and after 1 and 3 months © 2007 Society for Adolescent Medicine. All rights reserved. jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 43: Results • Analyses of the knowledge test scores showed that whereas scores of both groups improved significantly over the follow-up periods • The scores of the Re- Mission group improved significantly more. The size of this effect was related to usage of Re-Mission. © 2007 Society for Adolescent Medicine. All rights reserved. jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 44: Conclusion • The results indicate a specific effect of Re- Mission play on cancer knowledge that is not attributable to patients’ expectations. It is concluded that video games can be an effective vehicle for health education in adolescents and young adults with chronic illnesses. © 2007 Society for Adolescent Medicine. All rights reserved. jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 45: Paro jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 46: Paro • Mental commitment robot • Designed to provide 3 kinds of effects: – Psychological • Relaxation • Motivation – Physiological • Improvement in vital signs – Social • Instigation communication between patients and care givers jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 47: Paro • Paro als technische oplossingen • Voorziet in behoefte aan affectie bij senioren • Voorwerp en onderwerp van communicatie • Roept sterke en echte emoties op • Bevordert welbevinden • Voor mensen die geborgenheid zoeken • Ideaal huisdier jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 48: Paro . . . maar aldus woonzorg NL • Westerse robotangst • Techniek is per definitie emotieloos en onpersoonlijk • Zorg moet menselijk zijn, vervang geen arbeid door kapitaal jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 49: Paro jurriaan.vanrijswijk@gamesfactoryonline.com
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Slide 55: Scottie • Affective computing • Non-verbal communication • Adapt a Scottie family jurriaan.vanrijswijk@gamesfactoryonline.com Source: www.waag.org
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Slide 57: Neuzenrode + Nex gen Scottie Neuzenrode Gaming jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 58: Chronisch zieke kinderen & serious gaming • Stichting Cliniclowns, geen focus op de ziekte • De Waag • Centre for Advanced Gaming and Simulation – Universiteit Utrecht – Hogeschool v/d Kunsten Utrecht – TNO • GFO jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 59: Video games have potentially advantages • As vehicles for learning • High accessible • Easy to update content • Low cost per person • Highly interactive • High individualization of use • Attractive graphics including animation and VR Beale et al, Journal of adolescent health, # 41 jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 60: Other examples • Treatment of phobia • Revalidation • Neuro feedback • Alternate reality gaming • Fitness jurriaan.vanrijswijk@gamesfactoryonline.com
Slide 61: jurriaan.vanrijswijk@gamesfactoryonline.com




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