Keynote presentation at the Singapore Serious Games and Social Connect Conference 2013
My message for today is that developments in emerging, converging and maturing technologies make serious games, immersive technologies and gamification very relevant to addresssing some of the mos important challenges we face in business, the environment, health and society generally.
The changes during my lifetime have been dramatic. It is only 60 years since most citizens had no access to any kind of communications technology.
In those days, society and daily life was very different
Many of the influences in our lives were shaped by games
Society was very structured and hierarchical and those who had acquired knowledge tended to have most power
It took years of training to become a knowledge professional and these people were the sole providers of our key services
Digital technologies changed everything – the image is of a IBM 5120, forerunner of the IBM PC circa 1980
Early computers used digital storage and applications to mimic books and simple quizzes and computer based training was born
As technology matured, the games industry pushed bac the boundaries of technology to produce more ad more realistic simulations that could be used to train people – the example is a simulation called “Dying Dave”, developed by UK company Trusim
Today’s Digital Natives only know a world where information and knowledge is accessible 24/7 and as a consequence the nature of education has been totally transformed.
Today our world is more like this !!
These changes mean that knowledge is no longer power and individual citizens have a disproportionate influence on the world.
We have personal agents on mobile phones and iPads that greatly empower us and give us more control over our daily lives
New interfaces create opportunities for innovative applications where we can control technology with our minds and our gestures.
What was science fiction soon becomes science fact.
Serious games like Triage Trainer have been researched to demonstrate that well designed games can be more effective that traditional methods
The networked society creates a paradoxical situation where there is a disconnect between action and consequences. It is a very unstable and unsustainable situation, creating many of today’s problems
Here are a couple of examples. In the developed world we expect to receive healthcare as a right without any responsibility for self-inflicetd problems like obesity that arise often from our lifestyles.
If we are to tackle these problems, we need to train, orientate and assess staff in a fats moving environment.
Some games for entertainment can also provide serious benefits.
Many games also encourage behavioural change
Cities like Stockholm encouraged physical exercise by gamifying the stairs to make them an attractive option to the escalator
Games based learning projects are becoming more sophisticated and personalised.
Interface devices like Microsoft Kinect and applications developed for entertainment are proving very effective for serious adaptation in both diagnosis and treatment.
Today, I believe we are on the threshold of some very exciting developments which will embed gamification into our daily lives and transform society
We have no option but to address these challenges because we do not have the resources to manage growing problems that arise from the ageing society and modern lifestyles.
It is devices like the Jawbone UP and similar technologies that have the potential to reconnect society.
Pilot schemes are already in progress where responsibility for management of health is transferred from health professionals to other providers with substantial benefits and cost savings.
New projects are like to use this approach in areas related to the ageing society to help people live not only longer but healthier and more productive lives.
I am using myself as a living laboratory to manage my health and gamify my weight problem. In 10 weeks, I was able to lose 15Kg through this approach.
I was able to do this through the tools now accessible to me that helped me to understand and manage the factors responsible for my weight and health.
There will be many new business models arising from these technologies and traditional providers of healthcare will face new challenges from unexpected sources.
My book illustrates the changes that have taken place in my lifetime and the future implications of these changes
If you would like to know more, contact me at email@example.com
SGSC 2013 Keynote Singapore - The Future of Serious Games and Immersive Technologies
The Future of Serious Games and
Singapore SGSC 2013
Today's Key Message
Immersive Technologies, Serious Games and
"Gamification" are likely to play a vital role in
addressing some of the most important
challenges in business and society.
Can you imagine a world without
computers, phones and cars ?
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
Games and Simulations helped
shaped our development and interests
Society was Hierarchical,
Structured and Regulated -
Knowledge was Power
Knowledge Professionals with years of
training were the sole service providers in
education, health, law........
Knowledge and skills became
instantly accessible 24/7
The Way we Are
Teachers are coaches and mentors
We know none of our neighbours
We travel and live outside our community
Record companies become airlines, Grocers become
We change jobs and companies often
We date via the Internet and don't marry
Individual Choice and Power is unlimited
Delivering immersive experiences
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
It is this disconnect which creates many of the
challenges we face
Society faces many challenges e.g
Obesity and Ageing Society
Games and Simulations train,
orientate and assess staff
Casual games can help develop or
maintain cognitive skills and mental agility