Serious Games For Health And Science

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This is an extract of the presentation delivered at the Seoul National University of Technology in Korea during November 2009

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Serious Games For Health And Science

  1. 1. Serious Games Presentation Seoul National University for Technology David Wortley Director Serious Games Institute
  2. 2. Serious Games for Health
  3. 3. Games for Health Applications <ul><li>Training and simulation </li></ul><ul><li>Teamwork and collaboration </li></ul><ul><li>Awareness raising </li></ul><ul><li>Behaviour changing </li></ul><ul><li>Health risk profiling </li></ul><ul><li>Brainwave games </li></ul><ul><li>Games and pain relief </li></ul>
  4. 4. Triage Trainer Trains Paramedics to deal with casualties of explosions using realistic simulations
  5. 5. MRSA Training Game Trains hospital workers on correct procedures to avoid infections such as MRSA
  6. 6. Forterra Olive Virtual World environment used for multi-agency training in emergency situations
  7. 7. AIDS Awareness Global Kids used Virtual Worlds to discuss AIDS UN sponsored serious games for Africa
  8. 8. Behaviour Changing The OBS game designed to educate children on good habits to avoid obesity
  9. 9. Health Risk profiling American Military use a game to identify soldiers at risk from Alcohol abuse
  10. 10. Brainwave Games Devices like Neurosky can help treat conditions such as ADHD through gameplay
  11. 11. Games and Pain Relief Research indicates that playing a video game can be more effective than drugs for pain relief
  12. 12. Serious Games and Science Museums
  13. 13. Technology Enhanced Museums Games related technologies can engage visitors and create a more sustainable future
  14. 14. Interactive Creativity Installations which offer a personalised creative experience attract visitors
  15. 15. Immersive Environments Virtual Reality can offer international collaboration
  16. 16. Science Games Serious games can stimulate an interest in science and support social networking
  17. 17. My Computer Loves Me !! Converging technologies aim to develop individual relationships and build communities
  18. 18. Smart Buildings <ul><li>Treat me as an individual </li></ul><ul><li>Easy to get on with </li></ul><ul><li>Remember everything about me </li></ul><ul><li>Every day brings new discoveries </li></ul><ul><li>Help me to understand </li></ul><ul><li>Encourage & challenge me </li></ul><ul><li>Help me to express myself </li></ul>
  19. 19. Museums of the Future Museums of the future will be physical and virtual hubs of global communities of interest working across the past, present and future
  20. 20. Key Take Away Questions <ul><li>Are video games technologies changing :- </li></ul><ul><ul><li>our capabilities and preferences </li></ul></ul><ul><ul><li>who we learn from </li></ul></ul><ul><ul><li>the way we teach/train </li></ul></ul><ul><ul><li>what we need to teach </li></ul></ul>What are the implications for Society, Business and Education ?
  21. 21. Most Influential Technologies Games Virtual Worlds Social Networks
  22. 22. Why are they Influential ? <ul><li>Treat me as an individual </li></ul><ul><li>Easy to get on with </li></ul><ul><li>Remember everything about me </li></ul><ul><li>Every day brings new discoveries </li></ul><ul><li>Help me to understand </li></ul><ul><li>Encourage & challenge me </li></ul><ul><li>Help me to express myself </li></ul>
  23. 23. Serious Games Presentation Seoul National University for Technology David Wortley Director Serious Games Institute

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