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Role of serious games and immersive technologies


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  • 1. Role of Serious Games and Immersive Technologies in Business Enterprise and Innovation
    Ludus Conference Politecnicodi Milano
    May 2011
    David Wortley FRSA
  • 2. Topics
    Introduction to Serious Games and Immersive Technologies
    Characteristics of Immersive Applications
    Business Enterprise Examples
    Innovation Examples
    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 or Immersive Experiences ?
    Rules, Rewards, Virtual Worlds and Social Networks
  • 7. Serious games have been defined as games whose primary purpose is not entertainment but has a potentially serious benefit or outcome.This definition is not always helpful because it does not reflect or embrace the full potential of technologies which create or use immersive experiences to deliver serious benefits
  • 8. Immersive Applications
    Virtual Worlds
    Social Networks
    Immersive Application are commercially very significant because they engage our discretionary time, attention and money
  • 9. Immersive Applications driven by Human Needs and Emotions
    Enhancing our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
  • 10. Why are Immersive Technologies Disruptive ?
  • 11. Disruptive Communications Technologies
    The internet is different in its scope and impact on businessand society to any previous disruptive technology
  • 12. The Prosumer
    The prosumer effect is unique in our history
  • 13. The Attention Economy
    Capturing and retaining attention and loyalty are critical in today’s digital media society
  • 14. The Secrets of Enterprise and Innovation Success
    Does it interest/excite me ?
    Is it easy to access ?
    Can I afford the time, attention and money ?
  • 15. Characteristics of Immersive Applications
  • 16. Games / Immersive Applications
    • Encourage imagination
    • 17. Support exploration
    • 18. Risk-free environment
    • 19. Help our understanding
    • 20. Engage our interest
    • 21. Make inaccessible accessible
    • 22. Build relationships
    • 23. Bridge to Physical World
    & Discovery
  • 24. Encouraging Imagination (What if ?)
    Creating a new environment/experience can generate new approaches and innovative services
  • 25. Supporting Exploration
    Applications which help us to explore and discover
  • 26. Risk Free Environment
    Simulations reduce both cost and risk
  • 27. Help our Understanding
    Immersive visualisations help us understand and manage our environment
  • 28. Engage our Interest
    Make Boring Issues more relevant and interesting
  • 29. Make the Inaccessible Accessible
    Creating new opportunities for the disadvantaged
  • 30. Second Life – Second Chance
    Unleashing human potential
  • 31. Building Relationships
    Creating and supporting networks of interest
  • 32. Building Bridges
    “My SGI”
    Linking the physical and virtual environments
  • 33. Business Enterprise Examples
  • 34. 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
  • 35. Business Enterprise Games
    Practice the skills needed to run a business
  • 36. Revenue / Client Generation
    Find ways to connect to and retain customers
  • 37. Recruitment and Training
    Assess skills and develop training plans
  • 38. Reduce Costs
    Improving productivity and time management
  • 39. Innovation Examples
  • 40. Ticking all the Boxes
    Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
  • 41. Driving Technological Innovation
    3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
  • 42. Innovation in Learning
    Bringing Science and Art together
  • 43. Innovation in Collaboration
    Visualise data in richer and easy to understand ways
  • 44. Innovation in the Community
    Empowering citizens and employees
  • 45. Innovation in Technical Support
    Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!
  • 46. Innovation in Knowledge Management
    Intel’s Planet Blue is an internal social network
  • 47. Innovation in Maritime Training
    Simulating emergency or combat scenarios
  • 48. Innovation in Retail Services
    Innovating new services to the customer
  • 49. Innovative in Interfaces
    Broadening user base and creating new experiences
  • 50. Innovation in SMEs
    Small creative businesses at the leading edge
  • 51. Summary and Conclusion
  • 52. Envisioned Areas of Development
  • 53. 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 worlds being integrated
    SME’s driving innovation more than researchers
    Emerging opportunities and threats
  • 54. Questions
  • 55. Role of Serious Games and Immersive Technologies in Business Enterprise and Innovation
    Ludus Conference Politecnicodi Milano
    May 2011
    David Wortley FRSA