Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Role of serious games and immersive technologies


Published on

  • Be the first to comment

  • Be the first to like this

Role of serious games and immersive technologies

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