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The Future of Serious Games and
Immersive Technologies
Singapore SGSC 2013
Today's Key Message
Immersive Technologies, Serious Games and
"Gamification" are likely to play a vital role in
addressing...
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 ...
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........
Digital Technologies Changed
Everything
From search engines and simple
quizzes and decision tree games
To advanced realistic simulations
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
Re...
Today's Society is Networked and
Asymmetric
Now we have personal agents like this
...
With innovative interfaces
Science fiction soon becomes reality
Delivering immersive experiences
aids learning
The Networked Society
The unprecedented levels of choice and power
delivered to every citizen by technology makes us
the m...
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
They also try to encourage
behavioural change
Encouraging Exercise
Technology supports Reflective,
Personalised, Adaptive Learning and
"Wisdom of the Crowd"
Innovative Interface Devices aid
Diagnosis and Treatment
We are on the threshold of a new era of
Gamification and embedded pervasive
games that could transform society
Society will not have the resources to
support ageing population and
lifestyle related health issues
Visualisation of sensor data tracking our
lives linked to games and simulations will
provide the feedback and control
mech...
In the UK pilot schemes are in
progress to use gyms to treat obese
patients as a cost effective alternative
to gastric sur...
European Projects like DOREMI may
explore games and sensor technologies
that support independent living
Living Laboratory for Gamification of
Obesity Challenge
Monitoring and Managing health
through sensors, games and social
networks
Empowering Citizens and creating new
business opportunities and models to
build a more sustainable future
The Book
www.gadgetstogodbook.com
The Future of Serious Games and
Immersive Technologies
david@davidwortley.com
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SGSC 2013 Keynote Singapore - The Future of Serious Games and Immersive Technologies

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This presentation was the keynote at the Serious Games and Social Connect Conference

SGSC 2013 Keynote Singapore - The Future of Serious Games and Immersive Technologies

  1. 1. The Future of Serious Games and Immersive Technologies Singapore SGSC 2013
  2. 2. 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.
  3. 3. Can you imagine a world without computers, phones and cars ?
  4. 4. 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
  5. 5. Games and Simulations helped shaped our development and interests
  6. 6. Society was Hierarchical, Structured and Regulated - Knowledge was Power
  7. 7. Knowledge Professionals with years of training were the sole service providers in education, health, law........
  8. 8. Digital Technologies Changed Everything
  9. 9. From search engines and simple quizzes and decision tree games
  10. 10. To advanced realistic simulations
  11. 11. Knowledge and skills became instantly accessible 24/7
  12. 12. 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 banks We change jobs and companies often We date via the Internet and don't marry Individual Choice and Power is unlimited
  13. 13. Today's Society is Networked and Asymmetric
  14. 14. Now we have personal agents like this ...
  15. 15. With innovative interfaces
  16. 16. Science fiction soon becomes reality
  17. 17. Delivering immersive experiences aids learning
  18. 18. 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 responsibilities. It is this disconnect which creates many of the challenges we face
  19. 19. Society faces many challenges e.g Obesity and Ageing Society
  20. 20. Games and Simulations train, orientate and assess staff
  21. 21. Casual games can help develop or maintain cognitive skills and mental agility
  22. 22. They also try to encourage behavioural change
  23. 23. Encouraging Exercise
  24. 24. Technology supports Reflective, Personalised, Adaptive Learning and "Wisdom of the Crowd"
  25. 25. Innovative Interface Devices aid Diagnosis and Treatment
  26. 26. We are on the threshold of a new era of Gamification and embedded pervasive games that could transform society
  27. 27. Society will not have the resources to support ageing population and lifestyle related health issues
  28. 28. Visualisation of sensor data tracking our lives linked to games and simulations will provide the feedback and control mechanisms that will reconnect our society
  29. 29. In the UK pilot schemes are in progress to use gyms to treat obese patients as a cost effective alternative to gastric surgery
  30. 30. European Projects like DOREMI may explore games and sensor technologies that support independent living
  31. 31. Living Laboratory for Gamification of Obesity Challenge
  32. 32. Monitoring and Managing health through sensors, games and social networks
  33. 33. Empowering Citizens and creating new business opportunities and models to build a more sustainable future
  34. 34. The Book www.gadgetstogodbook.com
  35. 35. The Future of Serious Games and Immersive Technologies david@davidwortley.com

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