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Global Trends in Serious Games


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Presentation at Manitoba and Mindset conference on Serious Games held in Winnipeg on May 20th 2011

Presentation at Manitoba and Mindset conference on Serious Games held in Winnipeg on May 20th 2011

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  • 1. New Media Manitoba and Mindset
    Global Trends in Serious Games
    David Wortley FRSA
  • 2. Topics
    Introduction to Serious Games and Immersive Technologies
    Serious Games and Business
    Where are we Going with Technology ?
    Global Trends and Opportunities
    Summary and Conclusion
  • 3. Introduction to Serious Games and Immersive Technologies
  • 4. What is a Serious Game ?
    Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action
  • 5. Serious Games are NOT New
    Games have always been a serious learning tool
  • 6. Games and Learning
    • Encourage imagination
    • 7. Support exploration
    • 8. Risk-free environment
    • 9. Help our understanding
    • 10. Engage our interest
    • 11. Make inaccessible accessible
    • 12. Build relationships
    • 13. Bridge to Physical World
    & Discovery
  • 14. Encouraging Imagination
    Teachers, Coaches, Guides and Mentors using games to inspire, motivate and build passion
  • 15. Support Exploration
    Freedom to discover new knowledge and experience
  • 16. Risk Free Environment
    Simulations reduce both cost and risk
  • 17. Help our Understanding
    Sensors & 3D visualisations help us understand and manage our environment
  • 18. Engage our Interest
    Make Public Issues more relevant and interesting
  • 19. Make the Inaccessible Accessible
    Creating new opportunities for the disadvantaged
  • 20. Second Life – Second Chance
    Unleashing human potential
  • 21. Building Relationships
    Games creating and supporting networks of interest
  • 22. Building Bridges
    “My SGI”
    Linking the physical and virtual environments
  • 23. Serious Games and Business
  • 24. Games around the World
    Many different approaches but massive interest
  • 25. Immersive Technologies
    Virtual Worlds
    Social Networks
    Immersive Technologies are commercially very significant because they engage our discretionary time, attention and money
  • 26. Dislocating Communications Technologies
  • 27. Dislocating Communications Technologies
    The internet is different in its scope and impact on businessand society to any previous dislocating technology
  • 28. The Prosumer
    The prosumer effect is unique in our history
  • 29. The Attention Economy
    Capturing and retaining attention and loyalty are critical in today’s digital media society
  • 30. The Secrets of Success
    Does it interest/excite me ?
    Is it easy to access ?
    Can I afford the time, attention and money ?
  • 31. What are the Key Features ?
    Personalisation / relevance
    Interface and Ubiquity
    Cost in time and money
    Ability to control / shape
    Richness of experience
    Challenge / motivation
    Intrinsic and extrinsic rewards
  • 32. Ticking all the Boxes
    Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
  • 33. Driving Innovation
    3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
  • 34. Incubating Creativity
    Bringing Science and Art together
  • 35. Solving Complex Problems
    Collaboration under Pressure
  • 36. Harnessing Local Talent
    Empowering citizens and employees
  • 37. Building Knowledge Networks
    Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!
  • 38. Building Relationships
    Using Artificial Intelligence, Geo-location, and Profiling to build new partnerships and knowledge networks
  • 39. Building Community
    Intel’s Planet Blue is an internal social network
  • 40. Connecting the Physical & Virtual
    Building new ways to learn and collaborate
  • 41. Preparing for the unexpected
    Simulating emergency or combat scenarios
  • 42. Hosting Virtual and Hybrid Events
  • 43. Where are we Going with Technology ?
  • 44. Where are we Going ?
    Is technology replacing human beings in the knowledge economy ?
  • 45. Who are you going to go to ?
    Is technology replacing human beings in the knowledge economy ?
  • 46. Machines and Humans
    Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexibility
    Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
  • 47. Humanising Technology
    Human Needs
    Machine Features
    To love and be loved vs devoid of emotion
    Treated as individual vs one size fits all
    Easy to get on with vs unnatural interfaces
    Be remembered vs blank pages
    To discover new things vs repeat existing things
    To be understood vs Memorisation of facts
    To be Connected vs Self sufficiency
    Motivated and challenged vs Repetition
    To create new things vs standard responses
  • 48. Immersive Applications are Humanising Technology
    Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
  • 49. Embedding Relationships
    We are driving technological innovation to develop new, personalised relationships with machines
  • 50. Global Trends and Opportunities
  • 51. Global Trends
    Different regions have different focus points
  • 52. Envisioned Areas of Development
  • 53. Social Networks
    Massive consumer base and growing use of gamification
  • 54. Mixed and Augmented Reality
    Creating richer experiences by connecting the physical and virtual
  • 55. New Business Models
    Data / Functionality Sharing to create new franchise models
  • 56. Intuitive and Innovative Interfaces
    Broadening user base and creating new experiences
  • 57. Personalisation
    Building commercial and adaptive relationships
  • 58. Internet of Things
    Embedded sensor devices bringing understanding and control
  • 59. User Experience
    Immersion, Fidelity and User Creation builds engagement
  • 60. Future Internet
    3D Environment with embedded immersive tools
  • 61. Trends and Changes
    Immersive technologies are becoming easier to access through new interface devices and artificial intelligence is forming stronger bonds between individuals, technology and applications. Improvements in bandwidth and graphics processing on all devices is bringing better fidelity to virtual worlds and richer user experience of all forms of media.
    Interaction, engagement and contribution to media experiences continue to be more in demand and will shape entertainment and education of the future.
  • 62. SME Drive Innovations
    Small creative businesses at the leading edge
  • 63. Some Additional Trends / Possibilities
    Telepresence & travel costs
    Gamification, ubiquity and internet of things
    Bionics and physical/virtual integration
    Personalisation and security/ethics
    Silos and Ghettos – scalability
    Avatars and realistic 3D environments
    Collective emotional experiences
    Geotagging and location services
    Energy consumption and resources
    Virtual commerce
  • 64. Summary and Conclusion
  • 65. Main Points
    Immersive technologies are unique in history because of the prosumer effect
    It is human need driven – not technology or content
    Key technologies – sensors, interfaces, 3D, graphics, bandwidth, cloud computing, AI
    Physical and virtual world integration is a goal
    SME’s driving innovation more than researchers
    Emerging opportunities and threats
  • 66. Questions
  • 67. New Media Manitoba and Mindset
    Global Trends in Serious Games
    David Wortley FRSA