Thinking worlds rapid sims and games

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Webinar on Rapid serious games development in partnership with Caspian Learning

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Thinking worlds rapid sims and games

  1. 1. Thinking Worlds Rapid Sims and Games<br />Meeting the Challenges<br />David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)<br />
  2. 2. Structure<br />Games and Immersive Experiences<br />Games Development Challenges<br />Thinking Worlds Demonstration<br />
  3. 3. Games and Immersive Experiences<br />
  4. 4. Serious games have been defined as games whose primary purpose is not entertainment but which have been developed for a potentially serious benefit or outcome. It might also include entertainment games that have been intentionally re-purposed to deliver serious outcomesThis definition is not always helpful because it does not reflect or embrace the full range or potential of technologies which create or use immersive experiences to deliver serious benefits. These applications may not use gameplay at all.<br />
  5. 5. Most Popular Games are Serious<br />Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action<br />
  6. 6. Games are Immersive Experiences<br />They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal Development and Commercial Exploitation <br />
  7. 7. Games are Learning Experiences<br />Games have always been an essential and ubiquitous part of our learning experiences<br />
  8. 8. Games are Our Personal Choice<br />Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally<br />
  9. 9. The Secret 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 />
  10. 10. Attractive, Accessible, Affordable<br />Immersive experiences focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)<br />
  11. 11. Immersive Technologies<br />Games<br />Virtual Worlds<br />Social Networks<br />Immersive Technologies make games an attractive, accessible and affordable space in which to devote our discretionary time, attention and money<br />
  12. 12. The Attention Economy<br />Capturing and retaining attention and loyalty are critical in today’s digital media society<br />
  13. 13. Games Development Challenges<br />
  14. 14. In a Nutshell<br />Learning games need multiple disciplines<br />
  15. 15. Common Language ?<br />Experts speak in different languages<br />
  16. 16. Expectations<br />End users expect console quality action and gameplay<br />
  17. 17. Expectations<br />Clients expect value for money and modest costs<br />
  18. 18. A Solution<br />Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills<br />
  19. 19. Thinking Worlds Demonstration<br />Go to :- http://www.thinkingworlds.com/webinars/ThinkingWorldsWebinar07JUL.wmv<br />
  20. 20. Questions<br />
  21. 21. Thinking Worlds Rapid Sims and Games<br />Meeting the Challenges<br />David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)<br />

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