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Global Trends in Serious Games

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Presentation at Manitoba and Mindset conference on Serious Games held in Winnipeg on May 20th 2011

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Global Trends in Serious Games

  1. 1. New Media Manitoba and Mindset<br />Global Trends in Serious Games<br />David Wortley FRSA<br />
  2. 2. Topics<br />Introduction to Serious Games and Immersive Technologies<br />Serious Games and Business<br />Where are we Going with Technology ?<br />Global Trends and Opportunities<br />Summary and Conclusion<br />
  3. 3. Introduction to Serious Games and Immersive Technologies<br />
  4. 4. What is a Serious Game ?<br />Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action<br />
  5. 5. Serious Games are NOT New<br />Games have always been a serious learning tool<br />
  6. 6. Games and Learning<br /><ul><li>Encourage imagination
  7. 7. Support exploration
  8. 8. Risk-free environment
  9. 9. Help our understanding
  10. 10. Engage our interest
  11. 11. Make inaccessible accessible
  12. 12. Build relationships
  13. 13. Bridge to Physical World</li></ul>Exploration<br />& Discovery<br />
  14. 14. Encouraging Imagination<br />Teachers, Coaches, Guides and Mentors using games to inspire, motivate and build passion<br />
  15. 15. Support Exploration<br />Freedom to discover new knowledge and experience<br />
  16. 16. Risk Free Environment<br />Simulations reduce both cost and risk<br />
  17. 17. Help our Understanding<br />Sensors & 3D visualisations help us understand and manage our environment<br />
  18. 18. Engage our Interest<br />Make Public Issues more relevant and interesting<br />
  19. 19. Make the Inaccessible Accessible<br />Creating new opportunities for the disadvantaged<br />
  20. 20. Second Life – Second Chance<br />Unleashing human potential<br />
  21. 21. Building Relationships<br />Games creating and supporting networks of interest<br />
  22. 22. Building Bridges<br />“My SGI”<br />Linking the physical and virtual environments<br />
  23. 23. Serious Games and Business<br />
  24. 24. Games around the World<br />Many different approaches but massive interest<br />
  25. 25. Immersive Technologies<br />Games<br />Virtual Worlds<br />Social Networks<br />Immersive Technologies are commercially very significant because they engage our discretionary time, attention and money<br />
  26. 26. Dislocating Communications Technologies<br />
  27. 27. Dislocating Communications Technologies<br />The internet is different in its scope and impact on businessand society to any previous dislocating technology<br />
  28. 28. The Prosumer<br />The prosumer effect is unique in our history<br />
  29. 29. The Attention Economy<br />Capturing and retaining attention and loyalty are critical in today’s digital media society<br />
  30. 30. The Secrets of Success<br />Attractiveness<br />Accessibility<br />Affordability<br />Does it interest/excite me ?<br />Is it easy to access ?<br />Can I afford the time, attention and money ?<br />
  31. 31. What are the Key Features ?<br />Personalisation / relevance<br />Interface and Ubiquity<br />Cost in time and money<br />Ability to control / shape<br />Richness of experience<br />Challenge / motivation<br />Intrinsic and extrinsic rewards<br />
  32. 32. Ticking all the Boxes<br />Immersive Technologies have not only created huge market potential but have driven innovations across all sectors<br />
  33. 33. Driving Innovation<br />3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features<br />
  34. 34. Incubating Creativity<br />Bringing Science and Art together<br />
  35. 35. Solving Complex Problems<br />Collaboration under Pressure<br />
  36. 36. Harnessing Local Talent<br />Empowering citizens and employees<br />
  37. 37. Building Knowledge Networks<br />Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!<br />
  38. 38. Building Relationships<br />Using Artificial Intelligence, Geo-location, and Profiling to build new partnerships and knowledge networks<br />
  39. 39. Building Community<br />Intel’s Planet Blue is an internal social network<br />
  40. 40. Connecting the Physical & Virtual<br />Building new ways to learn and collaborate<br />
  41. 41. Preparing for the unexpected<br />Simulating emergency or combat scenarios<br />
  42. 42. Hosting Virtual and Hybrid Events<br />
  43. 43. Where are we Going with Technology ?<br />
  44. 44. Where are we Going ?<br />Is technology replacing human beings in the knowledge economy ?<br />
  45. 45. Who are you going to go to ?<br />Is technology replacing human beings in the knowledge economy ?<br />
  46. 46. Machines and Humans<br />Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexibility<br />Judgement, sensitivity, care, humanity, fallibility, creativity, versatility<br />
  47. 47. Humanising Technology<br />Human Needs<br />Machine Features<br />To love and be loved vs devoid of emotion<br />Treated as individual vs one size fits all<br />Easy to get on with vs unnatural interfaces<br />Be remembered vs blank pages<br />To discover new things vs repeat existing things<br />To be understood vs Memorisation of facts<br />To be Connected vs Self sufficiency<br />Motivated and challenged vs Repetition<br />To create new things vs standard responses<br />
  48. 48. Immersive Applications are Humanising Technology<br />Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies<br />
  49. 49. Embedding Relationships<br />We are driving technological innovation to develop new, personalised relationships with machines<br />
  50. 50. Global Trends and Opportunities<br />
  51. 51. Global Trends<br />Different regions have different focus points<br />
  52. 52. Envisioned Areas of Development<br />
  53. 53. Social Networks<br />Massive consumer base and growing use of gamification<br />
  54. 54. Mixed and Augmented Reality<br />Creating richer experiences by connecting the physical and virtual<br />
  55. 55. New Business Models<br />Data / Functionality Sharing to create new franchise models<br />
  56. 56. Intuitive and Innovative Interfaces<br />Broadening user base and creating new experiences <br />
  57. 57. Personalisation<br />Building commercial and adaptive relationships<br />
  58. 58. Internet of Things<br />Embedded sensor devices bringing understanding and control<br />
  59. 59. User Experience<br />Immersion, Fidelity and User Creation builds engagement<br />
  60. 60. Future Internet<br />3D Environment with embedded immersive tools<br />
  61. 61. Trends and Changes<br />Immersive technologies are becoming easier to access through new interface devices and artificial intelligence is forming stronger bonds between individuals, technology and applications. Improvements in bandwidth and graphics processing on all devices is bringing better fidelity to virtual worlds and richer user experience of all forms of media.<br /> <br />Interaction, engagement and contribution to media experiences continue to be more in demand and will shape entertainment and education of the future.<br />
  62. 62. SME Drive Innovations<br />Small creative businesses at the leading edge<br />
  63. 63. Some Additional Trends / Possibilities<br />Telepresence & travel costs<br />Gamification, ubiquity and internet of things<br />Bionics and physical/virtual integration<br />Personalisation and security/ethics<br />Silos and Ghettos – scalability<br />Avatars and realistic 3D environments<br />Collective emotional experiences<br />Geotagging and location services<br />Energy consumption and resources<br />Virtual commerce<br />
  64. 64. Summary and Conclusion<br />
  65. 65. Main Points<br />Immersive technologies are unique in history because of the prosumer effect<br />It is human need driven – not technology or content<br />Key technologies – sensors, interfaces, 3D, graphics, bandwidth, cloud computing, AI<br />Physical and virtual world integration is a goal<br />SME’s driving innovation more than researchers<br />Emerging opportunities and threats<br />
  66. 66. Questions<br />?<br />
  67. 67. New Media Manitoba and Mindset<br />Global Trends in Serious Games<br />David Wortley FRSA<br />

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