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SERIOUS GAMES ANDVIRTUAL WORLS João Fernandes
video-games miths VIDEO-GAMES MYTHS VIRTUAL WORLDS AND SERIOUS GAMES
video-games miths CHILDREN ARE THE PRIMARY MARKET FOR VIDEO GAMES VIRTUAL WORLDS AND SERIOUS GAMES
age distribution © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
age distribution © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS 37 YEARS OLD the age of the average player
ALMOST NO GIRLS PLAY COMPUTER GAMES
gender distribution © JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS
VIDEO GAME PLAY IS SOCIALLY ISOLATING
video-games social component Almost 60 percent of frequent gamers play with friends. 33percent play with siblings and 25 percent play with spouses or parents. A growing number of games are designed for multiple players © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
VIDEO GAMES MARKET AND INDUSTRY
time playing © JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS 18 HOURS Average time spent PER WEEK by gamers playing video-games
best selling © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS The mario franshining is the most sucessful video game series, selling over 225 million games
video-games market Video games are now a $20 billion industry in the U.S. and the Entertainment Software Association has over 30 member companies, including Microsoft, Nintendo, Sony and Electronic Arts. The entertainment software industry is currently one of the best performing sectors of the American economy © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
video-games conclusion Video games are not for children. People spend a lot of their time playing. People socialize using games. Video-games are expanding market. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
serious-games in 1970 “We are concerned with serious games in the sense that these game have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement” In Abt, C. (1970). Serious Games. New York: The Viking Press. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
serious-games in 2005 “a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education health, public policy and strategic communication objectives” In Zyda, M. (2005). “From visual simulation to virtual reality to games”. IEEE Computer. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
serious-games concept A serious game is a game designed for a primary purpose other than pure entertainment.  The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion and politics. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
SERIOUS-GAMES HISTORY
ancient games Fortunetelling with sheep’s bones come from India do Africa around 40.000BC The earlist know dice were from Iran around 3.000BC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
ancient games Game have always had a serious purpose: Fortune Telling Battle planning Gambling Game mechanisms began to emerge 5000 years ago “Serious” is from the perspective of the society Fortune telling in 3000BC are equivalent to the use of mathematics and science in 2000AC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
military games Naval War College opened in 1884 Developed operational war fighting concepts through research and wargaming. Wargaming introduced in 1886 by William McCarty-Little © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
mititary games 6/16/2011 Footer Text 22
first computer wargame 1948 “Air Defense Simulation” Hosted on the Univac Computer North American air defence Naval anti-aircraft guided missiles © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
WHY THEY USE IT?
SPACE EXPLORATION
ENERGY SECTOR
FLIGHT TRAINING
HEALTH SECTOR
POLITICS
YET THEY ARE NOT THE SOLUTION FOR EVERYTHING!
VIDEO GAMES FOR TRAINING
serious-games in the classroom New technologies (from television to computers) are always suspect when applied to training and education. What seems obvious to a later generation was not obvious or accepted when the technology first became available. What is the cause? Cultural Fixation Emotional Resistance Technical Limitations Lack of vision © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
GAMES IN BUSINESS?
ERRORS DON’T KILL PEOPLE BUT THEY COST MONEY
ERRORS AFFECT THE COMPANY'S CREDIBILITY
serious-games in business A way to simulate different situation in a controlled environment. Completion of the training and evaluation of human resources. Adaptation of contents to employees to maximize the outcome. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
serious-games in business © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
serious-games in business © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
VIRTUAL WORLDS
context Over the last decade there have been three primary learning modalities used for employee development: Live instructor led, synchronous settings like a classroom or conference room Electronic, synchronous learning through audio or web conference systems Electronic, asynchronous, self-paced learning also called e-learning.  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
Most corporations have heavily invested in both  web conferencing and e-learning systems
virtual worlds advantages  Practice Until Perfect Add Gaming or Problem Solving Blend Learning with Social Contexts Let’s Have Fun The Millennials Want This Technology © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
COSTS
virtual worlds costs  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
virtual worlds cost  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
virtual worlds cost  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
ACTIVE WORLDS - EDUCATIONAL UNIVERSE
active worlds  Activeworlds offers a comprehensive platform for efficiently delivering real-time interactive 3D content over the web.  Activeworlds' 3D content is dynamic, visually compelling and most importantly provides users a richer, more exciting online experience. http://www.activeworlds.com/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
SCILANDS
scilands  The SciLands is a specialised region of Second Life for Science and Technology based organizations There are over 20 science and technology related organizations in the SciLands, including government agencies, universities and museums.  http://www.scilands.org/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
PROTOSHERE
protoshere ProtoSphereis the market-leading virtual collaboration environment for the high-performance workplace, and the #1 virtual environment for collaborative Product Lifecycle Management in life sciences. ProtoSphere’s innovative environment has the unique ability to tie together multiple forms of unified communications/collaboration and 3D visualization technologies to foster fast and timely collaborative decision making in the enterprise. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
VIRTUAL OFFICE PROJECT
virtual office - context Project developed in the context of 3D Simulation and Game Programming course in IST Virtual Office is a prototype virtual world develop for the Portuguese IT companies. The project requirements were done in partnership with several companies. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
virtual office 1 month of development 2 to 3 persons per group Balance between 3D development and functionalities  Integration with external API like: Gmail, Microsoft… © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
STUDENTS PRESENTATION

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Serious Games and Virtual Worlds

  • 1. SERIOUS GAMES ANDVIRTUAL WORLS João Fernandes
  • 2. video-games miths VIDEO-GAMES MYTHS VIRTUAL WORLDS AND SERIOUS GAMES
  • 3. video-games miths CHILDREN ARE THE PRIMARY MARKET FOR VIDEO GAMES VIRTUAL WORLDS AND SERIOUS GAMES
  • 4. age distribution © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 5. age distribution © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS 37 YEARS OLD the age of the average player
  • 6. ALMOST NO GIRLS PLAY COMPUTER GAMES
  • 7. gender distribution © JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 8. VIDEO GAME PLAY IS SOCIALLY ISOLATING
  • 9. video-games social component Almost 60 percent of frequent gamers play with friends. 33percent play with siblings and 25 percent play with spouses or parents. A growing number of games are designed for multiple players © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 10. VIDEO GAMES MARKET AND INDUSTRY
  • 11. time playing © JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS 18 HOURS Average time spent PER WEEK by gamers playing video-games
  • 12. best selling © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS The mario franshining is the most sucessful video game series, selling over 225 million games
  • 13. video-games market Video games are now a $20 billion industry in the U.S. and the Entertainment Software Association has over 30 member companies, including Microsoft, Nintendo, Sony and Electronic Arts. The entertainment software industry is currently one of the best performing sectors of the American economy © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 14. video-games conclusion Video games are not for children. People spend a lot of their time playing. People socialize using games. Video-games are expanding market. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 15. serious-games in 1970 “We are concerned with serious games in the sense that these game have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement” In Abt, C. (1970). Serious Games. New York: The Viking Press. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 16. serious-games in 2005 “a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education health, public policy and strategic communication objectives” In Zyda, M. (2005). “From visual simulation to virtual reality to games”. IEEE Computer. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 17. serious-games concept A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion and politics. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 19. ancient games Fortunetelling with sheep’s bones come from India do Africa around 40.000BC The earlist know dice were from Iran around 3.000BC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 20. ancient games Game have always had a serious purpose: Fortune Telling Battle planning Gambling Game mechanisms began to emerge 5000 years ago “Serious” is from the perspective of the society Fortune telling in 3000BC are equivalent to the use of mathematics and science in 2000AC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 21. military games Naval War College opened in 1884 Developed operational war fighting concepts through research and wargaming. Wargaming introduced in 1886 by William McCarty-Little © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 22. mititary games 6/16/2011 Footer Text 22
  • 23. first computer wargame 1948 “Air Defense Simulation” Hosted on the Univac Computer North American air defence Naval anti-aircraft guided missiles © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 30. YET THEY ARE NOT THE SOLUTION FOR EVERYTHING!
  • 31. VIDEO GAMES FOR TRAINING
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  • 35. serious-games in the classroom New technologies (from television to computers) are always suspect when applied to training and education. What seems obvious to a later generation was not obvious or accepted when the technology first became available. What is the cause? Cultural Fixation Emotional Resistance Technical Limitations Lack of vision © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 37. ERRORS DON’T KILL PEOPLE BUT THEY COST MONEY
  • 39. serious-games in business A way to simulate different situation in a controlled environment. Completion of the training and evaluation of human resources. Adaptation of contents to employees to maximize the outcome. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 40. serious-games in business © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 41. serious-games in business © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 43. context Over the last decade there have been three primary learning modalities used for employee development: Live instructor led, synchronous settings like a classroom or conference room Electronic, synchronous learning through audio or web conference systems Electronic, asynchronous, self-paced learning also called e-learning. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 44. Most corporations have heavily invested in both web conferencing and e-learning systems
  • 45. virtual worlds advantages  Practice Until Perfect Add Gaming or Problem Solving Blend Learning with Social Contexts Let’s Have Fun The Millennials Want This Technology © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 46. COSTS
  • 47. virtual worlds costs  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 48. virtual worlds cost  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 49. virtual worlds cost  © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 50. ACTIVE WORLDS - EDUCATIONAL UNIVERSE
  • 51. active worlds Activeworlds offers a comprehensive platform for efficiently delivering real-time interactive 3D content over the web. Activeworlds' 3D content is dynamic, visually compelling and most importantly provides users a richer, more exciting online experience. http://www.activeworlds.com/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 53. scilands The SciLands is a specialised region of Second Life for Science and Technology based organizations There are over 20 science and technology related organizations in the SciLands, including government agencies, universities and museums.  http://www.scilands.org/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 55. protoshere ProtoSphereis the market-leading virtual collaboration environment for the high-performance workplace, and the #1 virtual environment for collaborative Product Lifecycle Management in life sciences. ProtoSphere’s innovative environment has the unique ability to tie together multiple forms of unified communications/collaboration and 3D visualization technologies to foster fast and timely collaborative decision making in the enterprise. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 57. virtual office - context Project developed in the context of 3D Simulation and Game Programming course in IST Virtual Office is a prototype virtual world develop for the Portuguese IT companies. The project requirements were done in partnership with several companies. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
  • 58. virtual office 1 month of development 2 to 3 persons per group Balance between 3D development and functionalities Integration with external API like: Gmail, Microsoft… © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS