Serious games sparking serious innovation - The Serious Games Institute

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  • Evidence of Chess in 6th Century in India
  • Hope Lab, not pro fit , teenager cancer patients
  • 29 million on Farmville 27 million on Happy Farm.
  • Africa, Asia, Latin America – Middle East
  • HopeLab aims to reduce obesity and promote healthy living in teenagers through gamification
  • 26 million on Farmville, 27 million on happy farm
  • Designer CenteredLearning FocusedTrainer FriendlyEnables Rapid Development Easy & Flexible authoringTemplate designsThinking Worlds unique developmentarchitecture:Browser Based Delivery3D slim client ApproachStandard BrowsersSecure ArchitecturesFor Caspian Learning, this has totally transformed how we develop our own Immersive Simulations for clients – less people on projects, faster development, agile development not waterfall, 3D on screen for client at the start of the project, less mistakes, happier clients.This capability is available to all developers now.
  • Roll 7 – Simon Bennet is presenting later in the programme
  • Serious games sparking serious innovation - The Serious Games Institute

    1. 1. Serious games sparking serious innovation<br />Jacqueline Cawston<br />Senior Business Development Manager <br />
    2. 2. Serious Games Sparking Serious Innovation<br />Introduction<br />What are Serious Games<br />Background to SGI<br />Emerging Markets<br />Emerging Trends<br />Serious Games Innovation<br />
    3. 3. What are Serious Games?<br />
    4. 4. What is a serious game?<br />http://vimeo.com/27523181<br />A serious game is a game designed for a primary purpose other than pure entertainment<br />
    5. 5. In the beginning…<br />Americas Army<br />Ist released 2002 as recruitment game<br />8 million registrations by 2007<br />26 more versions<br />Now available as xbox and mobile game<br />Cost $33 million<br />America's Army 3 Trailer - YouTube<br />
    6. 6. Serious Games<br />Can be cost effective using Flash<br />Global Conflict Palestine<br />http://www.youtube.com/watch?v=3ANbDOKmJ6s<br />
    7. 7. Triage Trainer<br />http://www.youtube.com/watch?v=rDwYomkKwos<br />TrueSim is a division of Blitz Games<br />
    8. 8. Triage Trainer<br />Triage trainer trial summary: 5 trials: September 2007 – January 2008<br />Independently conducted by the University of Birmingham<br />Trial participants: 91 UK NHS doctors, nurses & paramedics<br />trial results game trainees versus non-game trainees:significantly higheraccuracy (28%) than the non-game group<br />no significant differenceon time taken (p>0.05)<br />
    9. 9.
    10. 10. Serious Games Institute<br />
    11. 11. “An international centre of excellence for the application of video game, virtual world, mobile application and associated technology to serious social and economic issues” <br />
    12. 12. Background SGI<br />The world’s biggest-selling franchises were born in Britain including Lara Croft: Tomb Raider and Grand Theft Auto<br />By 2000 the UK was at the forefront of games development and independent studios were growing rapidly to keep up with a world demand for the content they were creating. <br />After USA, Japan and Canada the UK is the fourth largest producer of video games in the world.<br />The UKs interactive media industry employs approx 40,000 people, representing 10% of the creative workforce<br />160 Digital media companies in the midlands<br />
    13. 13. Serious Games and Virtual Worlds<br />
    14. 14. SGI Model<br />
    15. 15. Showcasing<br />
    16. 16. Virtual Conferences<br />
    17. 17. Training and PG Courses<br />Mobile applications<br />Collaborative technologies<br />Virtual worlds for business<br />Masters in Serious games<br />PhD opportunities<br />
    18. 18. What do we produce?<br />
    19. 19. SGI Success<br />Innovation<br />Global reputation<br />Academic backing<br />Networks<br />Trend spotting<br />Projects delivered on time on budget<br />
    20. 20. Variety of projects<br />Herbert Gallery GALA Network<br />Modes E-Vita<br />V-trade Demonstrator Meducator<br />Alice FIRE<br />Virtual Far Gosford Street Daphne – CAVA<br />Serious Games Studio I spectrum<br />Sexual Health for Parents Oman<br />Maternal Health Irish Tourist Board<br />Language Game Forest Fire Fighting<br />
    21. 21. Aims to improve the work based social interaction skills of people on the Autistic spectrum through a virtual work environment<br />
    22. 22. Virtual Far Gosford Street<br />
    23. 23. Drivers Mate<br />Mobile wellbeing for mobile workers<br />Cost saving<br />Increased productivity<br />
    24. 24. Herbert Gallery<br />
    25. 25. Singapore SGI<br />
    26. 26. Singapore SGI<br />Supported by MDA<br />Collaboration with industry<br />Working with Academic organisations<br />Community project<br />
    27. 27. Emerging Markets<br />
    28. 28. Market Trends<br /><ul><li>Average age of gamer between 35 and 37 in Europe and US
    29. 29. Gender split 49/51 - In US 70% of online gamers female
    30. 30. 100% of 6-10 year olds in the UK consider themselves to be gamers (59% of UK population play games regularly
    31. 31. Currently approx. 180 virtual worlds (100+ aimed at young people)
    32. 32. Several studies demonstrating the efficacy of serious games for training
    33. 33. In USA in-game advertising to reach $971 million in 2011
    34. 34. Games players as developers of content with modifications</li></li></ul><li>Chinese Market<br />Population huge 1.3 billion<br />Games subsidised by Government<br />Already a mature eLearning market<br />Game for Amway – 8,000 staff 600,000 distributors<br />Spending 30 million on Army Game<br />47% employers seriously consider using them in the next 12 months<br />59% would prefer bespoke game<br />Justifying ROI is important<br />
    35. 35. Emerging Trends<br /><ul><li>Wide uptake of social software, (over 750 million on facebook)
    36. 36. Lines between virtual worlds, games and social software blurring
    37. 37. Among 16-24s, over half (52 per cent) of their media activity is simultaneous, compared to just over one fifth (22 per cent) for people aged over 55.
    38. 38. In June 2010 nearly three quarters of mobile phones sold were Smart Phones
    39. 39. Highest take up of tablets such as ipad and kindle from 15-24 year olds – used in bed
    40. 40. Most downloaded apps are games
    41. 41. Facebook is set to be the next broadcaster</li></li></ul><li>Emerging Trends<br /><ul><li>O3B funded by Google provide free sat to other 3 billion in countries not on internet Africa etc will start next year
    42. 42. Everything will be on the cloud
    43. 43. Virtual Tribes all about curation – sorting the data you want
    44. 44. Several studies demonstrating the efficacy of serious games for training
    45. 45. Get money from saving time
    46. 46. Collaborative consumption – car sharing biggest motor trend
    47. 47. “sharing is default mindset of the digital generation“Gerd Leonhard”</li></li></ul><li>Emerging Trends<br />
    48. 48. Serious Games Trends<br />Gamification<br />Social Gaming<br />Cloud Storage <br />Consumer to Prosumer<br />
    49. 49. Gamification<br />Use of game play mechanics for non-game applications<br />Making technology more engaging<br />Rewarding others for engaging<br />Changing behaviour<br />Prolonging time spent on site<br />
    50. 50. Nike Tag Gamification<br />http://www.youtube.com/watch?v=nlwNvCEFL8A<br />
    51. 51. Gamification<br />http://www.youtube.com/watch?v=nlwNvCEFL8A&feature=player_embedded<br />
    52. 52. Gamification<br />
    53. 53. Social Gaming<br />2 million people playing games in social media platforms<br />Most downloaded apps are games<br />What is serious about social games?<br />Collection of data – if it is free you are not the customer you are the product!<br />
    54. 54. All on the Cloud<br />Whenever, wherever, downloading as needed<br />
    55. 55. Consumers to Prosumers<br />
    56. 56. DIY for Digital Natives<br />
    57. 57. Caspian Learning - Prosumers<br />
    58. 58. ThinkingWorlds – no programming required<br />
    59. 59. Serious Games Innovation<br />
    60. 60. Augmented Reality<br />The combination of a real physical environment augmented with a virtual computer scene<br />augmented reality, blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell<br />http://onproductions.com.au/2011/06/02/lynx-angel-ambush/<br />
    61. 61. Shakespeare Byte Size<br />
    62. 62. Shakespeare Byte Size<br />
    63. 63. Surveillance and intelligence augmentation in real-time(STARE)<br /><ul><li>The STARE initiative comprises 3 elements crucial to Counter Terrorism operations that operate covertly via a mobile OS:
    64. 64. Plan Navigator – On-site location data & building structure intelligence
    65. 65. Suspect Tracker – First person tracking & logging of target movements
    66. 66. Threat Detect - Rapid scan & detection of suspect objects</li></li></ul><li>Object Recognition<br />
    67. 67. Brain computer innovation<br />SGI introduced Neurosky to UK games developers<br />
    68. 68. SGI Global Partners<br />
    69. 69. What we do<br /><ul><li>Innovation
    70. 70. Collaboration
    71. 71. Knowledge transfer</li></ul>We make learning fun<br />
    72. 72. http://www.youtube.com/watch?v=i5IW9wK_HNg<br />
    73. 73. Thank you for listening<br />Jacqueline Cawston<br />Senior Business Development Manager<br />The Serious Games Institute<br />jcawston@cad.coventry.ac.uk<br />

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