Serious Games and Virtual Worlds

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Serious Games and Virtual Worlds

  1. 1. SERIOUS GAMES ANDVIRTUAL WORLS<br />João Fernandes<br />
  2. 2. video-games miths<br />VIDEO-GAMES MYTHS<br />VIRTUAL WORLDS AND SERIOUS GAMES<br />
  3. 3. video-games miths<br />CHILDREN ARE THE PRIMARY MARKET FOR VIDEO GAMES<br />VIRTUAL WORLDS AND SERIOUS GAMES<br />
  4. 4. age distribution<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  5. 5. age distribution<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />37<br />YEARS<br />OLD<br />the age of the average player<br />
  6. 6. ALMOST NO GIRLS PLAY COMPUTER GAMES<br />
  7. 7. gender distribution<br />© JOÃO FERNANDES – 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  8. 8. VIDEO GAME PLAY IS SOCIALLY ISOLATING<br />
  9. 9. video-games social component<br />Almost 60 percent of frequent gamers play with friends.<br />33percent play with siblings and 25 percent play with spouses or parents.<br />A growing number of games are designed for multiple players<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  10. 10. VIDEO GAMES MARKET AND INDUSTRY<br />
  11. 11. time playing<br />© JOÃO FERNANDES – 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />18<br />HOURS<br />Average time spent PER WEEK by gamers playing video-games<br />
  12. 12. best selling<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />The mario franshining is the most sucessful video game series, selling over 225 million games<br />
  13. 13. video-games market<br />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.<br />The entertainment software industry is currently one of the best performing sectors of the American economy<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  14. 14. video-games conclusion<br />Video games are not for children.<br />People spend a lot of their time playing.<br />People socialize using games.<br />Video-games are expanding market.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  15. 15. serious-games in 1970<br />“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”<br />In Abt, C. (1970). Serious Games. New York: The Viking Press.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  16. 16. serious-games in 2005<br />“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”<br />In Zyda, M. (2005). “From visual simulation to virtual reality to games”. IEEE Computer.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  17. 17. serious-games concept<br />A serious game is a game designed for a primary purpose other than pure entertainment. <br />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.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  18. 18. SERIOUS-GAMES HISTORY<br />
  19. 19. ancient games<br />Fortunetelling with sheep’s bones come from India do Africa around 40.000BC<br />The earlist know dice were from Iran around 3.000BC<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  20. 20. ancient games<br />Game have always had a serious purpose:<br />Fortune Telling<br />Battle planning<br />Gambling<br />Game mechanisms began to emerge 5000 years ago<br />“Serious” is from the perspective of the society<br />Fortune telling in 3000BC are equivalent to the use of mathematics and science in 2000AC<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  21. 21. military games<br />Naval War College opened in 1884<br />Developed operational war fighting concepts through research and wargaming.<br />Wargaming introduced in 1886 by William McCarty-Little<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  22. 22. mititary games<br />6/16/2011<br />Footer Text<br />22<br />
  23. 23. first computer wargame 1948<br />“Air Defense Simulation”<br />Hosted on the Univac Computer<br />North American air defence<br />Naval anti-aircraft guided missiles<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  24. 24. WHY THEY USE IT?<br />
  25. 25. SPACE EXPLORATION<br />
  26. 26. ENERGY SECTOR<br />
  27. 27. FLIGHT TRAINING<br />
  28. 28. HEALTH SECTOR<br />
  29. 29. POLITICS<br />
  30. 30. YET THEY ARE NOT THE SOLUTION FOR EVERYTHING!<br />
  31. 31. VIDEO GAMES FOR TRAINING<br />
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  35. 35. serious-games in the classroom<br />New technologies (from television to computers) are always suspect when applied to training and education.<br />What seems obvious to a later generation was not obvious or accepted when the technology first became available.<br />What is the cause?<br />Cultural Fixation<br />Emotional Resistance<br />Technical Limitations<br />Lack of vision<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  36. 36. GAMES IN BUSINESS?<br />
  37. 37. ERRORS DON’T KILL PEOPLE BUT THEY COST MONEY<br />
  38. 38. ERRORS AFFECT THE COMPANY'S CREDIBILITY<br />
  39. 39. serious-games in business<br />A way to simulate different situation in a controlled environment.<br />Completion of the training and evaluation of human resources.<br />Adaptation of contents to employees to maximize the outcome.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  40. 40. serious-games in business<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  41. 41. serious-games in business<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  42. 42. VIRTUAL WORLDS<br />
  43. 43. context<br />Over the last decade there have been three primary learning modalities used for employee development:<br />Live instructor led, synchronous settings like a classroom or conference room<br />Electronic, synchronous learning through audio or web conference systems<br />Electronic, asynchronous, self-paced learning also called e-learning. <br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  44. 44. Most corporations have heavily invested in both <br />web conferencing and e-learning systems<br />
  45. 45. virtual worlds advantages <br />Practice Until Perfect<br />Add Gaming or Problem Solving<br />Blend Learning with Social Contexts<br />Let’s Have Fun<br />The Millennials Want This Technology<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  46. 46. COSTS<br />
  47. 47. virtual worlds costs <br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  48. 48. virtual worlds cost <br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  49. 49. virtual worlds cost <br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  50. 50. ACTIVE WORLDS - EDUCATIONAL UNIVERSE<br />
  51. 51. active worlds <br />Activeworlds offers a comprehensive platform for efficiently delivering real-time interactive 3D content over the web. <br />Activeworlds' 3D content is dynamic, visually compelling and most importantly provides users a richer, more exciting online experience.<br />http://www.activeworlds.com/<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  52. 52. SCILANDS <br />
  53. 53. scilands <br />The SciLands is a specialised region of Second Life for Science and Technology based organizations<br />There are over 20 science and technology related organizations in the SciLands, including government agencies, universities and museums. <br />http://www.scilands.org/<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  54. 54. PROTOSHERE<br />
  55. 55. protoshere<br />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.<br />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.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  56. 56. VIRTUAL OFFICE PROJECT<br />
  57. 57. virtual office - context<br />Project developed in the context of 3D Simulation and Game Programming course in IST<br />Virtual Office is a prototype virtual world develop for the Portuguese IT companies.<br />The project requirements were done in partnership with several companies.<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  58. 58. virtual office<br />1 month of development<br />2 to 3 persons per group<br />Balance between 3D development and functionalities <br />Integration with external API like: Gmail, Microsoft…<br />© JOÃO FERNANDES - 2011<br />SERIOUS GAMES AND VIRTUAL WORLDS<br />
  59. 59. STUDENTS PRESENTATION<br />

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