More Related Content
Similar to Serious Games and Virtual Worlds
Similar to Serious Games and Virtual Worlds (20)
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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