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Immersive learning and serious games for medical education segamed 2013


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This presentation explores the impact of technology on the delivery of health services and medical training and development from 1963 into the future. It draws the conclusion that the use of these …

This presentation explores the impact of technology on the delivery of health services and medical training and development from 1963 into the future. It draws the conclusion that the use of these technologies for the training and development of medical professionals will not be adequate to meet the challenges of present day society, especially key issues such as obesity and dementia. It argues that the emerging technologies of sensor networks and data visualisation offer the potential to reshape the management and delivery of health and wellbeing so that it is shifted towards the responsibility of individual citizens and new providers with little or no medical training.

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  • Segamed 2013 has already illustrated many serious games and simulation applications in the health sector covering training, diagnosis, prevention and treatment
  • This presentation presents a different perspective showing the impact of technology on health service provision from 1963 into the future
  • All human life and activity has elements of gamification embedded – every parent employs gamification to influence a child’s behviour, such as pretending the mouth is a tunnel and the spoon is a train to persuade a child to eat
  • In 1963, life was like this
  • Transcript

    • 1. Immersive Learning and Serious Games for Medical Education Segamed 2013
    • 2. Many health solutions for training, diagnosis, prevention, treatment
    • 3. A different perspective based on changes in delivery of health services over 60 years 1963 2013 2023?
    • 4. Today's Key Message You ain't seen nothing yet! Immersive Technologies, Serious Games and "Gamification" are likely to play a vital role in addressing some of the most important challenges in healthcare and society.
    • 5. What is Gamification?
    • 6. Gamification?
    • 7. Gamification?
    • 8. Gamification?
    • 9. Gamification?
    • 10. Gamification?
    • 11. Gamification?
    • 12. Gamification?
    • 13. Gamification ?
    • 14. Spectators finance games and are affected by them but they have little influence on the outcome of games
    • 15. Players actively seek to influence the outcome of the game
    • 16. Games Masters change the rules and mechanics to shape the outcome of games - they are the most powerful influences
    • 17. Can you imagine a world without computers, phones and cars ?
    • 18. The Way we Were Teachers transferred knowledge We knew all our neighbours We rarely travelled outside our community Banks were banks, Grocers were grocers We built a career in the same company We dated and married within our community Individual Choice and Power was limited
    • 19. Games and Simulations helped shape our development and interests
    • 20. Society was Hierarchical, Structured and Regulated - Knowledge was Power
    • 21. Knowledge Professionals with years of training were the sole service providers in education, health, law........
    • 22. Digital Technologies Changed Everything
    • 23. From search engines and simple quizzes and decision tree games
    • 24. To advanced realistic simulations
    • 25. Knowledge and skills became instantly accessible 24/7
    • 26. The Way we Are Today Teachers are coaches and mentors We know none of our neighbours We travel and live outside our community Record companies become airlines, Grocers become banks We change jobs and companies often We date via the Internet and don't marry Individual Choice and Power is unlimited
    • 27. Today's Society is Networked and Asymmetric
    • 28. Now we have personal agents like this ...
    • 29. With innovative interfaces
    • 30. Science fiction soon becomes reality
    • 31. Delivering immersive experiences aids learning
    • 32. The Networked Society The unprecedented levels of choice and power delivered to every citizen by technology makes us the most connected society in history yet there is a disconnect between choice and consequence, power and accountability and rights and responsibilities. It is this disconnect which creates many of the challenges we face
    • 33. Society today faces many challenges e.g Obesity and Ageing Society
    • 34. Games and Simulations train, orientate and assess staff
    • 35. Casual games can help develop or maintain cognitive skills and mental agility
    • 36. They also try to encourage behavioural change
    • 37. Encouraging Exercise
    • 38. Technology supports Reflective, Personalised, Adaptive Learning and "Wisdom of the Crowd"
    • 39. Innovative Interface Devices aid Diagnosis and Treatment
    • 40. We are on the threshold of a new era of Gamification and embedded pervasive games that could transform society
    • 41. Society will not have the resources to support ageing population and lifestyle related health issues
    • 42. Technology can transform spectators into players by removing barriers and adding motivators
    • 43. Visualisation of sensor data tracking our lives linked to games and simulations will provide the feedback and control mechanisms that will reconnect our society
    • 44. In the UK pilot schemes are in progress to use gyms to treat obese patients as a cost effective alternative to gastric surgery
    • 45. European Projects like DOREMI will explore games and sensor technologies that support independent living
    • 46. Transforming myself from Spectator to Player by Gamification of my Obesity Challenge
    • 47. Monitoring and Managing health through sensors, games and social networks
    • 48. Empowering Citizens and creating new business opportunities and models to build a more sustainable future
    • 49. Competition or Collaboration?
    • 50. The Book
    • 51. Immersive Learning and Serious Games for Medical Education - Thanks for Listening