Michael Cai talks about “Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” at Serious Games Conference 2012
ABSTRACT:
This presentation aims to help define the nascent serious games industry and identify key opportunities and challenges. Research findings are based on in-depth interviews with more than 30 thought leaders, worldwide. Key discussion points include the following:
• The overall landscape of the serious games industry
• Growth dynamics in different industry segments
• Market opportunities and challenges in various sectors
• Cost for developing serious games
• How the industry is currently addressing measurement and effectiveness
Apps, Timeline and Facepile: Making Sense of Facebook as a Non-Developerlinds313
Facebook is the biggest player in social media; it’s where virtually every brand needs to be. Yet, how to get involved can be a bit confusing when the platform seems to change every few months.
The latest group of changes, which included Timeline and Brand Pages updates, is one of their most significant updates. This session will give a “quick and dirty” rundown of the latest changes (those in the last calendar year) and why they matter to brands.
Analysis of the paper by Guiso,L., Sapienza,P. & Zingales, L., 2010. Civic Capital as the Missing Link. NBER Working Paper n.15845; International Economics & Finance Course.
Abstract
Presenting language in small fragments hoping that they will one day automatically transform into fluent near-native talk may not be enough. This talk will highlight ways in which skilled performers achieve excellence and focus on practical activities promoting holistic language learning using a variety of free online tools.
Rationale - Details of Talk
The standard practice of the Foreign Language classroom is to present language in fragments, smaller chunks, or grammar McNuggets, as Scott Thornbury recently called then in a blog post on his A-Z blog.
Teachers do so in the hope that these partial views of language will one be successfully synthesized to form a coherent whole in the learner's mind, hopefully resulting in fluent output.
Research and experience have proved this inadequate.
In this talk, I will be looking at the profiles of skilled performers, drawing analogies between what they do to achieve a polished and skillful performance and what this implies that foreign language learners ought to do in order to improve their productive skills – their performance skills, in other words, in the target language.
Suggestions for practical classroom activities will focus on holistic language practices involving
Sustained talk / long turns
Connected writing
Engaging learners in higher order thinking processes
involving technology which promotes holistic learning rather than iterative practice
motivating learners to acquire language through collaborative and meaningful projects using a variety of Web 2.0 tools.
Apps, Timeline and Facepile: Making Sense of Facebook as a Non-Developerlinds313
Facebook is the biggest player in social media; it’s where virtually every brand needs to be. Yet, how to get involved can be a bit confusing when the platform seems to change every few months.
The latest group of changes, which included Timeline and Brand Pages updates, is one of their most significant updates. This session will give a “quick and dirty” rundown of the latest changes (those in the last calendar year) and why they matter to brands.
Analysis of the paper by Guiso,L., Sapienza,P. & Zingales, L., 2010. Civic Capital as the Missing Link. NBER Working Paper n.15845; International Economics & Finance Course.
Abstract
Presenting language in small fragments hoping that they will one day automatically transform into fluent near-native talk may not be enough. This talk will highlight ways in which skilled performers achieve excellence and focus on practical activities promoting holistic language learning using a variety of free online tools.
Rationale - Details of Talk
The standard practice of the Foreign Language classroom is to present language in fragments, smaller chunks, or grammar McNuggets, as Scott Thornbury recently called then in a blog post on his A-Z blog.
Teachers do so in the hope that these partial views of language will one be successfully synthesized to form a coherent whole in the learner's mind, hopefully resulting in fluent output.
Research and experience have proved this inadequate.
In this talk, I will be looking at the profiles of skilled performers, drawing analogies between what they do to achieve a polished and skillful performance and what this implies that foreign language learners ought to do in order to improve their productive skills – their performance skills, in other words, in the target language.
Suggestions for practical classroom activities will focus on holistic language practices involving
Sustained talk / long turns
Connected writing
Engaging learners in higher order thinking processes
involving technology which promotes holistic learning rather than iterative practice
motivating learners to acquire language through collaborative and meaningful projects using a variety of Web 2.0 tools.
A presentation of the language requirements, content and methodology suitable for Language Development for Teachers courses.
Useful to Cambridge DELTA candidates working on their Module 3 and the LDT Specialism
Useful, possibly to syllabus designers of such materials
Useful to teachers who are looking for ways to enhance their own language knowledge and performance
If looking for such a course, please have a look at the course at my centre:
http://www.celt.edu.gr/english_for_teachers.htm delivered both face to face and online.
A presentation to celebrate the launch of a volume on Creativity in English Language Teaching published by the British Council
You can dowload the free e-book here: https://www.teachingenglish.org.uk/article/creativity-english-language-classroom
Charlene Blohm - These Bananas Aren’t Going To Sell ThemselvesSeriousGamesAssoc
Charlene Blohm, President/CEO, C. Blohm & Associates, Inc.
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Marketing shares a lot in common with good games. It requires a compelling narrative (what are you telling? to who?) and there is a lot of effort required to achieve the master level. If you do it right, you take risks – and encourage the boss to play along. The best players make it look easy. It isn’t. We’ll beat back the myth that a great game can go viral on its own and highlight a game plan to put you on the path to success.
Ask Agger, CEO, Workz
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
How do we turn strategy into a shared project? How can we build trust and collaboration across international corporations? How do we enable leaders to navigate the accelerating complexity of modern matrix organizations? The short answer is involvement. In this session we take a closer look at how physical board-games can accelerate trust, collaboration, and learning as engaging talking-pieces. Hear about the Scandinavian approach to leadership and why global industry leaders like Maersk, ISS, and Novo Nordisk ¬– whose CEO Lars Rebien Sørensen was selected last year by Harvard Business Review as the best-performing CEO in the world – are using board-games to train leaders, strengthen culture, and accelerate strategy execution. The session will be in two parts: first a presentation with specific cases and insights from Workz’s development processes, and second a workshop part where we get an opportunity to try Gamechangers™, a leadership simulation on strategy execution and stakeholder engagement that won gold at last year’s International Serious Play Awards.
Damian Brown, Kirk Taylor--Serious Games InteractiveSeriousGamesAssoc
“Simulation Solutions for the Training of Manual Assembly Processes”
Employees today learn differently and turn towards technology as their main source of information. Keeping employees up to date with changes occurring within the organization is key to success. It is therefore important to support their development with appropriate technology.
Lien Tran - Humanitarian Games for International Social Impact: Guiding Princ...SeriousGamesAssoc
Presenter: Lien Tran, Assistant Professor of Interactive Media, University of Miami
This talk will reference unique game collaborations with national government agencies: one for a social protection program in East Africa and another addressing the protection of children in Latin America. I will share first-hand experiences collaborating on interdisciplinary teams to create games that educate, create dialogue, and facilitate informed decision-making.
"Serious Communication for Serious Games" By Ross Kukulinski- Serious Play Co...SeriousGamesAssoc
Ross Kukulinski speaks about "Serious Communication for Serious Games" at Serious Play Conference 2012
ABSTRACT:
Voice communication is a key component of military-unit based training.
Soldiers rely on communications skills on the battlefield to share information within a unit and throughout the chain of command. Both observing proper radio protocol and verbally relaying information between unit members are essential in dismounted soldier and convoy training.
State-of-the-art solutions for serious games have been inadequate for reinforcing these important skills. While some games do offer integrated voice solutions, the implementation often fails to resemble realistic battlefield scenarios. And most in-game solutions also do not provide interoperability with the existing deployed base of military simulators or instructor stations.
In this session, the speaker will demonstrate a new communication product that provides these capabilities. Based on input from actual military training facilities, this solution is can be used to augment existing serious game training, raising the fidelity of the simulation.
Developing creative thinking skills in english language teachingMarisa Constantinides
Marisa Constantinides, CELT Athens Teacher Education Centre Director
Creative thinking, or divergent production potential is present in all learners but many of the standard classroom activities stunt rather than develop it. This presentation aims to point out opportunities for making this part of our design including activities that have the potential of developing the different facets of this composite aspect of human intellect.
Presented at the City & Guilds 1st Teacher Development Symposium in Athens & Thessaloniki in 2011 (February 20 & 27)
Chris Hazard - Measuring and Manipulating Player Biases and Trust Through Cho...SeriousGamesAssoc
Chris Hazard, CEO/Founder, Hazardous Software
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Information theory offers a mathematical measure of expected surprisal and a measure of ambiguity. When coupled with decision science, psychology, and a little game theory, human biases and trust can be formalized, measured and, ultimately, manipulated. This talk will provide an overview of how such techniques can be employed in the mechanics of serious games to create more believable experiences, more challenging and effective AI, and to help players understand their own biases and weaknesses in their own disciplines.
Audiences will become familiar with types of biases, limitations of human abilities to asses risk probability, and how nuanced real-world interactions can be recreated in serious game environments. This is useful for those interested in employing serious games for training and evaluation, as well as for practitioners to implement in their own games.
Ask Agger - Bringing the Board Game to the Board RoomSeriousGamesAssoc
Presenter: Ask Agger, CEO, Workz
In a digital age where everybody worships technology, a growing number of companies, especially in Scandinavia and Europe, are going in the opposite direction. Instead of e-learning, apps or social media, they use physical simulations inspired by board games to accelerate the organization’s ability to learn and adapt to change. Inspired by the old Prussian tradition of Kriegsspiel (war games) these companies use physical simulations as a training ground, where leadership skills, business understanding and key strategies can be tested and fine-tuned before implementation in real life. Hear about cases and experiences from industry leaders within sectors like pharmaceuticals, shipping, finance, service and biotech.
"Silos Support Farmers, Not the Learning Ecosystem" By Susan Meek- Serious Pl...SeriousGamesAssoc
Susan Meek speaks about "Silos Support Farmers, Not the Learning Ecosystem" at the 2012 Serious Play Conference
ABSTRACT:
In order to fully exploit technology’s potential in the new learning ecosystem, the creation of serious games and simulations must take into account the need to embrace a holistic strategy. When creating serious games and simulations to deliver and support curriculum, it is important to remember that the game or simulation’s ability to plug into a closed-loop instructional system will impact its chances of being adopted by the instructor. Technology tools, which seamlessly integrate into a continuous instructional feedback loop, will be able to capitalize on the true power of technology and will fuel the new learning ecosystem by inspiring and empowering students and teachers.
Jenn McNamara - Using Games for Assessment: Why? How? And ExamplesSeriousGamesAssoc
Jenn McNamara, VP Serious Games and Strategic Partners, BreakAway Games
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Previously I presented on the potential of games for assessment. Now, organizations are using games for training, researchers are exploring game strategies for assessment, and early adopters have begun leveraging games for assessment. This session will provide lessons learned through presented case study examples relevant to anyone considering game-inspired assessments.
Presenter: Richard A. Carey, Managing Director, Richard Carey Digital Media
In this session Richard introduces the “Game Design Canvas,” his lean approach to defining the essential components of games for learning and change. Part case study and part hands-on workshop, you’ll leave with new insights, tools and approaches to game and experience design.
Nicole Lazzaro - The Science of Fun: 3 Ways Games Make You Happier and Save t...SeriousGamesAssoc
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
December 2010 - Michigan Energy Forum - Kurt RieggerAnnArborSPARK
On December 2nd, 2010 the Michigan Energy Forum will present its Year in Review discussion panel and networking event, “Models for Generating New Energy Businesses.” The panel will provide an overview of the various clean-tech technologies discussed throughout 2010 and highlight promising points of entry for entrepreneurs and expanding businesses. The panel will discuss the confluence of attractive energy technologies, public policy shifts, and sources of private funding, as well as successful models for generating new business opportunities in the clean tech space. • What were the highlights from the last year of MEF, any updates on panelists? • What have been the most important enablers in terms of technology and public policy that we should be aware of? • What’s being funded, where is the money going? • After being inspired to generate a new clean tech venture, what are my next steps? • For audience and panelists: what do you need from the MEF in 2011 to generate traction?
A presentation of the language requirements, content and methodology suitable for Language Development for Teachers courses.
Useful to Cambridge DELTA candidates working on their Module 3 and the LDT Specialism
Useful, possibly to syllabus designers of such materials
Useful to teachers who are looking for ways to enhance their own language knowledge and performance
If looking for such a course, please have a look at the course at my centre:
http://www.celt.edu.gr/english_for_teachers.htm delivered both face to face and online.
A presentation to celebrate the launch of a volume on Creativity in English Language Teaching published by the British Council
You can dowload the free e-book here: https://www.teachingenglish.org.uk/article/creativity-english-language-classroom
Charlene Blohm - These Bananas Aren’t Going To Sell ThemselvesSeriousGamesAssoc
Charlene Blohm, President/CEO, C. Blohm & Associates, Inc.
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Marketing shares a lot in common with good games. It requires a compelling narrative (what are you telling? to who?) and there is a lot of effort required to achieve the master level. If you do it right, you take risks – and encourage the boss to play along. The best players make it look easy. It isn’t. We’ll beat back the myth that a great game can go viral on its own and highlight a game plan to put you on the path to success.
Ask Agger, CEO, Workz
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
How do we turn strategy into a shared project? How can we build trust and collaboration across international corporations? How do we enable leaders to navigate the accelerating complexity of modern matrix organizations? The short answer is involvement. In this session we take a closer look at how physical board-games can accelerate trust, collaboration, and learning as engaging talking-pieces. Hear about the Scandinavian approach to leadership and why global industry leaders like Maersk, ISS, and Novo Nordisk ¬– whose CEO Lars Rebien Sørensen was selected last year by Harvard Business Review as the best-performing CEO in the world – are using board-games to train leaders, strengthen culture, and accelerate strategy execution. The session will be in two parts: first a presentation with specific cases and insights from Workz’s development processes, and second a workshop part where we get an opportunity to try Gamechangers™, a leadership simulation on strategy execution and stakeholder engagement that won gold at last year’s International Serious Play Awards.
Damian Brown, Kirk Taylor--Serious Games InteractiveSeriousGamesAssoc
“Simulation Solutions for the Training of Manual Assembly Processes”
Employees today learn differently and turn towards technology as their main source of information. Keeping employees up to date with changes occurring within the organization is key to success. It is therefore important to support their development with appropriate technology.
Lien Tran - Humanitarian Games for International Social Impact: Guiding Princ...SeriousGamesAssoc
Presenter: Lien Tran, Assistant Professor of Interactive Media, University of Miami
This talk will reference unique game collaborations with national government agencies: one for a social protection program in East Africa and another addressing the protection of children in Latin America. I will share first-hand experiences collaborating on interdisciplinary teams to create games that educate, create dialogue, and facilitate informed decision-making.
"Serious Communication for Serious Games" By Ross Kukulinski- Serious Play Co...SeriousGamesAssoc
Ross Kukulinski speaks about "Serious Communication for Serious Games" at Serious Play Conference 2012
ABSTRACT:
Voice communication is a key component of military-unit based training.
Soldiers rely on communications skills on the battlefield to share information within a unit and throughout the chain of command. Both observing proper radio protocol and verbally relaying information between unit members are essential in dismounted soldier and convoy training.
State-of-the-art solutions for serious games have been inadequate for reinforcing these important skills. While some games do offer integrated voice solutions, the implementation often fails to resemble realistic battlefield scenarios. And most in-game solutions also do not provide interoperability with the existing deployed base of military simulators or instructor stations.
In this session, the speaker will demonstrate a new communication product that provides these capabilities. Based on input from actual military training facilities, this solution is can be used to augment existing serious game training, raising the fidelity of the simulation.
Developing creative thinking skills in english language teachingMarisa Constantinides
Marisa Constantinides, CELT Athens Teacher Education Centre Director
Creative thinking, or divergent production potential is present in all learners but many of the standard classroom activities stunt rather than develop it. This presentation aims to point out opportunities for making this part of our design including activities that have the potential of developing the different facets of this composite aspect of human intellect.
Presented at the City & Guilds 1st Teacher Development Symposium in Athens & Thessaloniki in 2011 (February 20 & 27)
Chris Hazard - Measuring and Manipulating Player Biases and Trust Through Cho...SeriousGamesAssoc
Chris Hazard, CEO/Founder, Hazardous Software
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Information theory offers a mathematical measure of expected surprisal and a measure of ambiguity. When coupled with decision science, psychology, and a little game theory, human biases and trust can be formalized, measured and, ultimately, manipulated. This talk will provide an overview of how such techniques can be employed in the mechanics of serious games to create more believable experiences, more challenging and effective AI, and to help players understand their own biases and weaknesses in their own disciplines.
Audiences will become familiar with types of biases, limitations of human abilities to asses risk probability, and how nuanced real-world interactions can be recreated in serious game environments. This is useful for those interested in employing serious games for training and evaluation, as well as for practitioners to implement in their own games.
Ask Agger - Bringing the Board Game to the Board RoomSeriousGamesAssoc
Presenter: Ask Agger, CEO, Workz
In a digital age where everybody worships technology, a growing number of companies, especially in Scandinavia and Europe, are going in the opposite direction. Instead of e-learning, apps or social media, they use physical simulations inspired by board games to accelerate the organization’s ability to learn and adapt to change. Inspired by the old Prussian tradition of Kriegsspiel (war games) these companies use physical simulations as a training ground, where leadership skills, business understanding and key strategies can be tested and fine-tuned before implementation in real life. Hear about cases and experiences from industry leaders within sectors like pharmaceuticals, shipping, finance, service and biotech.
"Silos Support Farmers, Not the Learning Ecosystem" By Susan Meek- Serious Pl...SeriousGamesAssoc
Susan Meek speaks about "Silos Support Farmers, Not the Learning Ecosystem" at the 2012 Serious Play Conference
ABSTRACT:
In order to fully exploit technology’s potential in the new learning ecosystem, the creation of serious games and simulations must take into account the need to embrace a holistic strategy. When creating serious games and simulations to deliver and support curriculum, it is important to remember that the game or simulation’s ability to plug into a closed-loop instructional system will impact its chances of being adopted by the instructor. Technology tools, which seamlessly integrate into a continuous instructional feedback loop, will be able to capitalize on the true power of technology and will fuel the new learning ecosystem by inspiring and empowering students and teachers.
Jenn McNamara - Using Games for Assessment: Why? How? And ExamplesSeriousGamesAssoc
Jenn McNamara, VP Serious Games and Strategic Partners, BreakAway Games
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Previously I presented on the potential of games for assessment. Now, organizations are using games for training, researchers are exploring game strategies for assessment, and early adopters have begun leveraging games for assessment. This session will provide lessons learned through presented case study examples relevant to anyone considering game-inspired assessments.
Presenter: Richard A. Carey, Managing Director, Richard Carey Digital Media
In this session Richard introduces the “Game Design Canvas,” his lean approach to defining the essential components of games for learning and change. Part case study and part hands-on workshop, you’ll leave with new insights, tools and approaches to game and experience design.
Nicole Lazzaro - The Science of Fun: 3 Ways Games Make You Happier and Save t...SeriousGamesAssoc
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
December 2010 - Michigan Energy Forum - Kurt RieggerAnnArborSPARK
On December 2nd, 2010 the Michigan Energy Forum will present its Year in Review discussion panel and networking event, “Models for Generating New Energy Businesses.” The panel will provide an overview of the various clean-tech technologies discussed throughout 2010 and highlight promising points of entry for entrepreneurs and expanding businesses. The panel will discuss the confluence of attractive energy technologies, public policy shifts, and sources of private funding, as well as successful models for generating new business opportunities in the clean tech space. • What were the highlights from the last year of MEF, any updates on panelists? • What have been the most important enablers in terms of technology and public policy that we should be aware of? • What’s being funded, where is the money going? • After being inspired to generate a new clean tech venture, what are my next steps? • For audience and panelists: what do you need from the MEF in 2011 to generate traction?
Houston Website Marketing & Lead GenerationITVibes, Inc.
There’s no doubt the economy is changing, re-shaping and re-inventing itself with Houston Web Design branding & Social Media Marketing picking up for local businesses.
Will you be well-positioned to take advantage of these changes? Marketing your products or services is the most critical part of Small Business Success and a business will fail if you can’t close a sale.
Looking for more information on Marketing? Check out this presentation from our seminar on Low Cost Marketing: Online & Offline Strategies for Small Businesses’. This event is conducted by SCORE Houston and Houston Community College.
Presentation Details:
“Selling Like a Pro” will teach a non-manipulative, needs-satisfaction sales strategy aimed at producing a “win” for both the seller and the buyer, making them partners in the sales transaction. You will learn how to focus on customers and ask the right questions to close a sale.
“Your Website as a First Marketing Tool” presentation covers on how to make your business website an online magnet to generate more leads and to attract potential customers to increase sales and bottom line. Learn how to integrate Mobile design, keywords, content strategy, search engine optimization, blogs and social media marketing to make the website your first online marketing and branding tool.
Industry analysis is not well understand. As a discipline it sits between macro economic analysis and market analysis, and uses tools from both. It is an important tool for governments, regional development agencies, investors and companies. Those who can anticipate the changes in an industry are more likely to be successful
Desktop Metal, Inc. engages in manufacture and sale of additive manufacturing technologies for engineers, designers, and manufacturers in the Americas, Europe, the Middle East, Africa, and the Asia- Pacific.
Based on the Dominion Midstream Partners LP stock forecasts from 4 analysts, the average analyst target price for Dominion Midstream Partners LP is USD 4.33 over the next 12 months. Dominion Midstream Partners LP’s average analyst rating is Hold . Stock Target Advisor’s own stock analysis of Dominion Midstream Partners LP is Bearish, which is based on 1 positive signals and 8 negative signals. At the last closing, Dominion Midstream Partners LP’s stock price was USD 3.52. Dominion Midstream Partners LP’s stock price has changed by +11.39% over the past week, +45.45% over the past month and -52.56% over the last year.
Nintendo Switch Case 22 Strategic Managementssuserfe86be
Nintendo Wii U
What were key forces in the general and industry environments that affected Nintendo’s choice of strategy?
What internal resources and assets did Nintendo have that gave it a competitive advantage?
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alicia Sanchez, Games Czar | Defense Acquisition University
Designing Memorable Games
This session will inform on the use of human affordances and storytelling to make games more memorable. How human’s store and recall information is critical to ensuring that the information in serious games is consumed, remembered and transferrable. By leveraging our understanding of how memory creation and recall works; the ability to design games that will be authentic and relevant can be enhanced.
Stories and lessons learned are the central focal points of this presentation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
James Portnow, Creative Director | Rainmaker Games
A Promise to Future Generations: Making Learning Fun
In this talk attendees will learn easily applicable techniques for taking their already existing curricula and making it more engaging.
Over the last 100 years, in creating films, television and games, we’ve poured billions of dollars into understanding what keeps a human being engaged. It’s time we use that for something more than killing the hours between work and sleep.
In this talk, veteran game designer and writer of the You Tube show Extra Credits, James Portnow, will talk about the lessons we can learn from games to make learning something everyone wants to do. This won’t be about how to make edutainment or how to build games for the classroom, but rather about the broader techniques, like pacing and interest curves, that entertainment industry utilizes, which can be applied to any topic and any classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Christopher Crowell, Founder | Crowell Interactive Inc
Make a Game WORKSHOP
Class size Limited. Requires Sign-up at Registration
In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.
Outcomes:
Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley, COO and Dr. Jasminka Criley, CEO | Indelible Learning, Inc.
Alphabet Soup Cans: Avoiding Bad Tropes of Educational Games
Classroom games often struggle to make student tedium somehow less wearisome, with often comical results. Dropping math problems into the middle of a galactic space battle is just one egregious example. But the problem runs deeper than simple dissonance between game play and narrative: a bored student will tolerate even a very bad computer game, only because the alternative (listening to the teacher) is worse. Likewise, teachers may be tempted to outsource mundane instructional tasks to computers. Within this environment of perverse incentives, what is an ethical game developer to do?
Rather than merely replacing activities that are already being done in the classroom, serious games are at their best when they transmit learning experiences that would be too expensive, impractical, or even dangerous to conduct in school by other means.
One approach is to place learners in the roles of professionals and give them real-world scenarios that are easy to begin, but hard to win. In this session, learn how to partner with content experts to create compelling games that draw upon multiple disciplines, requiring critical thinking in teams to succeed. Finally, see how an Electoral College strategy game moved from prototype to successful deployment in the classroom.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
Kade Wells | Teaching with Dungeons and Dragons
Building Heroes: Using Roleplaying Game Design for Classroom Management, Reading Intervention, Interactive Fiction and Socio-emotional Growth
Attendees will go through a mini-mock adventure that goes over the basics of bringing a classroom RPG to life. Using the D&D 5e basics, attendees will create a basic character and have to work together in groups to complete the objectives laid out before them. The objectives will focus on classroom implementation strategies, monster battles, and ways to fold lesson plans into the adventures.
Once the adventure is finished, attendees have the opportunity to see examples of our work and others for classroom RPGs, and they can ask questions while beginning to formulate plans for their own adventure if wanted.
For takeaways, we’ll have company-agnostic materials that teachers can either use or adapt. Some of the materials will include general curricular approaches, example adventures, materials for communicating with administrators and other stakeholders, and non-playable characters that they can use for example. We will put together a resource guide, and teachers will be able to communicate with us down the road if they need help or want to brainstorm.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
Hollywood Actress amazon album eminent worldwide media, female-singer, actresses, alhletina-woman, 250 collection.
Highest and photoreal-print exclusive testament PC collage.
Focused television virtuality crime, novel.
The sheer afterlife of the work is activism-like hollywood-actresses point com.
173 Illustrate, 250 gallery, 154 blog, 120 TV serie logo, 17 TV president logo, 183 active hyperlink.
HD AI face enhancement 384 page plus Bowker ISBN, Congress LLCL or US Copyright.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
Follow us on: Pinterest
Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
Follow us on: Pinterest
Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
240529_Teleprotection Global Market Report 2024.pdf
“Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” By Michael Cai - Serious Games Conference 2012
1. Serious Games, Serious Play
An Industry Overview
Presented by:
Michael Cai
VP Research, Games and
Technology at Interpret
August 22, 2012
2. Date:
08/22/12
Study Specifications
Presenter:
M. Cai
Key Discussion Points
Overall landscape of the serious games industry
Growth dynamics in different industry segments
Market opportunities and challenges in various
sectors
Cost for developing serious games
How the industry is currently addressing
measurement and effectiveness
Methodology
Section: Survey Methods Telephone interview &
1
E-mail survey
Page:
Timing July/August 2012
2
3. Date:
08/22/12
Study Participants
Presenter:
M. Cai
Interviews with Experts
At least 10+ years in industry
Hold positions such as:
Section:
1
Page:
3
4. Date:
08/22/12
Sector Composition
Presenter:
M. Cai
The experts’ experience covers all
the major categories
Section:
1
Page:
4
6. Date:
08/22/12
Defining ‘Serious Games’
Presenter:
M. Cai
Common Themes:
Section:
1
Page:
6 However…
7. Date:
08/22/12
Defining ‘Serious Games’
Presenter:
M. Cai
“There’s a
tech answer and a marketing answer.”
Section:
1
Page:
7
8. Opportunity Today vs. Three
Date:
08/22/12
Presenter: Years Ago
M. Cai
Acceptance outpacing adoption
Serious Games
Acceptance
Adoption
Section:
1
“I don’t expect an upswing as the industry as a whole is
Page:
still pretty much in its growth stage, but there has been
much greater improvement in the profile.”
8
9. Opportunity Today vs. Three
Date:
08/22/12
Presenter: Years Ago
M. Cai
Reasons Acceptance is growing:
• Stigma of • Traditional ways • More powerful
‘game’ is of training, technology
vanishing education not • More tools
• Gamers getting working available
older • Games seen as
Section: valid substitutes
1
Page:
9
10. Opportunity Today vs. Three
Date:
08/22/12
Presenter: Years Ago
M. Cai
Reasons Adoption is falling behind:
• The • Growth is • Employers
economy niche- hesitant
specific to spend
Section:
on the
1 workplace
Page:
10
11. Date:
08/22/12
Size of Industry in Revenue
Presenter:
M. Cai
“The answer to that question is
very elusive, difficult to
pin down. It’s hard to find
research on the subject.”
“There are indicators of
growth, but it’s difficult
to quantify.”
“It’s all about definition. Should
Section:
Bejeweled count, since it’s known to
1 reduce stress? Or Wii bowling, for
all the benefits in nursing homes.”
Page:
11
12. Date:
08/22/12
Revenue Generation
Presenter:
M. Cai
Direct Indirect
Revenue generated Revenue not generated
by the game itself by the game itself
• Grants • Games for marketing
• B2B contracts (used as assets to sell something else)
• Sales training
• Corporate (improvement in sales efficacy)
Section:
sponsorship • Process optimization
1 • Licensing software/ (process efficiencies gained)
subscriptions
Page: • Microtransactions
(in virtual worlds)
12
13. Date:
08/22/12
Growth Sectors
Presenter:
M. Cai
Agreement that there is:
Section:
1
Growth in Growth in
Healthcare Military
Page:
13
14. Date:
08/22/12
Growth Sectors
Presenter:
M. Cai
Differing opinions for Education
and Corporate
• Government/institutional • Game feature usage (leader
involvement is growing boards, etc.) growing
Section: • More money than ever • Companies have the budgets
1
Page: • Games lack production value • Economy causing frugality
• Designers don’t know how to • Less likely to spend on
14
make educational games innovations such as games
15. Date:
08/22/12
Growth Trajectory
Presenter:
M. Cai
“Much bigger” in the next 5 years
due to:
More gamers
More platforms
As gaming becomes the norm,
barriers to entry get lower
Section:
1
Page:
15
17. Date:
08/22/12
Average Cost of Game/Sim
Presenter:
M. Cai
HUGE variation depending on
sector and sales model
Licenses;
Education
Per Classroom ~$100
Subscriptions;
Healthcare
Bundles $5K-$10K
Range $30K-$500K;
Corporate
Average $65K
Section:
2 Fixed Grants; Phase 1 $90K,
Government
Phase 2 $750K
Page:
$0 $500K $1M
17
18. Average Length of
Date:
08/22/12
Presenter: Development Time
M. Cai
For all sectors,
more complexity = more time
Education 3 mos.
Healthcare 6 mos.
Corporate 3 mos.
Section:
2 Government 2-3 yrs.
Page:
18
19. Date:
08/22/12
Variables Impacting Cost
Presenter:
M. Cai
Complexity Assets
# of
Platforms Music/Audio
Desired
Graphics Labor
Section:
2
3D Testing
Page:
19
20. Date:
08/22/12
Acceleration in Cost?
Presenter:
M. Cai
Some say Yes, some say No
Yes, making No, making
games is games is
more getting
expensive! cheaper.
• Level of complexity has • More off-the-shelf
increased tools available
Section: • Trying to make things • Licenses are cheaper
2 simple actually costs • Barriers of entry
more are lower
Page:
• Cost of labor has grown
20
21. Date:
08/22/12
Types of Metrics
Presenter:
M. Cai
Section:
2
Page:
21
23. Getting More Industries and
Date:
08/22/12
Presenter: Schools to Use Games to Teach
M. Cai
Consider first:
Section:
2
Page:
23
24. Getting More Industries and
Date:
08/22/12
Presenter: Schools to Use Games to Teach
M. Cai
Position I: Providing Proof
Publishing documentation that
serious games do achieve desired
training or educational outcomes
Offering evidence of cost
effectiveness, particularly in
comparison to other methods of
Section:
training and learning
2
Page:
24
25. Getting More Industries and
Date:
08/22/12
Presenter: Schools to Use Games to Teach
M. Cai
Position II: “Stealth Mode”
Removing the stigma associated with
the word “games” or taking it out of
the name entirely
Hiding “games” within
the words “activity”
Section:
or “learning module”
2
Page:
25
26. Date:
08/22/12
Making Games More Effective
Presenter:
M. Cai
Focus on the end user
Understand Appeal to
end user all types of Educate end
requirements end users users
• Avoid being • How do people • The game has
“chocolate- want to play to make sense
covered (PvP, PvE, to the user
broccoli” etc.)?
Section:
2
Page:
26
27. Games vs. Sims vs. Virtual
Date:
08/22/12
Presenter: Worlds
M. Cai
Analyze the task/information that
needs to be taught
Don’t be afraid to combine!
“Generally speaking,
though, training games
need to have a very
strong simulation
component while mere
educational titles may
indulge on a more
Section: traditional gaming
2 experience.”
Page:
27
28. Date:
08/22/12
Making Games More Effective
Presenter:
M. Cai
Inherent to the game must be:
Design Mechanics
Games need to promote learning through
their very mechanics, i.e., the act of
playing = learning
Point System
Must assign points for participation,
rewards; giving feedback, motivating,
building a relationship
Section: Stickiness
2 Pay attention to the psychological
effects, find out what motivates people
to play
Page:
28
29. Date:
08/22/12
Making Games More Effective
Presenter:
M. Cai
However, the following pose
challenges to innovation:
Dearth of Talented Designers
“Good developers are usually lured to big studios or
become indies… dedicated serious games companies might
not find it easy to get the right talent.”
Costs
Complex design and realistic simulations are not
cheap. Also, some institutions are dependent on
Section: government funding.
2
Page:
29
30. Date:
08/22/12
Making Games More Effective
Presenter:
M. Cai
And the biggest criticism:
Need for Measurement
Aren’t enough tools that are proven to actually
measure the effectiveness of a game; progress is slow
on that end.
Section:
2
Page:
30
31. Improving Marketing to
Date:
08/22/12
Presenter: Increase Buyer Interest
M. Cai
Emphasize Outcomes
• Market the outcomes
being achieved, make
the focus of games
secondary
Positive Press
• Publish more success
Section: stories to improve
2 category’s image, show
Page:
positive side of games
31
33. Date:
08/22/12
The Ideal Trade Group
Presenter:
M. Cai
Section:
2
Page:
33
34. Date:
08/22/12
Key Questions Raised by Our
Presenter:
Experts Wh
e
ga mob re
M. Cai
me il do
s
in f e
the ? it
are the
What rs of
ete es
param ous gam a
seri ? Is it
et f
mark gment o e?
fra ng els
thi
some
Is o
ne
ahea countr
d of y
game the
?
Wh
Section: oppo ere do Doe
rt termi s
2 lie unities nol
b
the eyond matte ogy
u r?
susp sual
Page: ects
?
34
How would you define Serious Games? Common themes : Designed for a purpose beyond just entertainment Provides a useful outcome or essential service (not just recall back, but critical thinking and learning; raises awareness) Uses game technologies (hardware and software) Employs features commonly found in games – rewards, competition A number of interviewees cited differences of opinion on the definition among people within the same organization. “There’s a tech answer and a marketing answer.” Also disagreement about even the idea; “all games have the capacity for learning, a ‘serious’ game just wants to make that learning about a broader concept that can be exported from the game itself.” (paraphrased)
How would you define Serious Games? Common themes : Designed for a purpose beyond just entertainment Provides a useful outcome or essential service (not just recall back, but critical thinking and learning; raises awareness) Uses game technologies (hardware and software) Employs features commonly found in games – rewards, competition A number of interviewees cited differences of opinion on the definition among people within the same organization. “There’s a tech answer and a marketing answer.” Also disagreement about even the idea; “all games have the capacity for learning, a ‘serious’ game just wants to make that learning about a broader concept that can be exported from the game itself.” (paraphrased)
How do you see the market opportunity in the serious games industry today versus 3 years ago? “ The opportunity is growing, mainly because the stigma of the word ‘game’ is vanishing and gamers are getting older. Also, more serious games success stories mean more interest.” “ You can say the word ‘gaming’ out loud. We’ve gone through the ‘civil rights’ of gaming. Gamers have gotten older, are coming to work saying, ‘why can’t the interface look more interesting a fun like games.’ The demand is being put there by users.” “ In general when it comes to learning, whether K-12 or the workforce, people are realizing that the traditional ways of training and education are not working. Test results will say that people are prepared, but they don’t have thought skills or career skills. Games and situated learning allow them to create the connection between the content and the ‘so what.’” “ Potential clients have stopped comparing serious games to their ‘non-serious’ counterparts (entertainment games) but as valid substitutes for traditional training methods.” The industries that are using serious games (particularly healthcare) are more accepting today. There is still some resistance, but not much. Technology is now much more powerful; hyper-reality is more engaging. Tools are available (Facebook, etc.) that were not available before. There’s not just a push, but people are seeking games out now. “Doctors are saying, ‘can I play Bones in my few spare minutes on my cell phone.’” As the world becomes more digital, there is more opportunity to overlay games onto work. “ Serious games are being taken more seriously at a very rapid pace, but truly serious work is being curtailed by the short-sightedness and overwhelming emphasis on profit by corporations” (Same person, different question: “It’s not all about money. Ironically, if more enlightened motives for funding research existed, profits would be amplified prodigiously.”) Growth “hampered by the difficult, if not critical, macro-economic situation worldwide.” “ While the market is evolving, the adoption rate is still niche specific. I don’t expect an upswing as the industry as a whole is still pretty much in it growth stage but there has been much greater improvement in the profile.” A more pessimistic view: Workplace learning seems unchanged – people not willing to spend, relying on PowerPoint and social media Serious games as the future of learning? Results are incredibly inconclusive People are enchanted by games, but they are not always the answer just because they are a hot topic Example: You play the game, then stop the fun and go back to learning. Once initial enthusiasm is over, we need to figure out what makes a good game
How do you see the market opportunity in the serious games industry today versus 3 years ago? “ The opportunity is growing, mainly because the stigma of the word ‘game’ is vanishing and gamers are getting older. Also, more serious games success stories mean more interest.” “ You can say the word ‘gaming’ out loud. We’ve gone through the ‘civil rights’ of gaming. Gamers have gotten older, are coming to work saying, ‘why can’t the interface look more interesting a fun like games.’ The demand is being put there by users.” “ In general when it comes to learning, whether K-12 or the workforce, people are realizing that the traditional ways of training and education are not working. Test results will say that people are prepared, but they don’t have thought skills or career skills. Games and situated learning allow them to create the connection between the content and the ‘so what.’” “ Potential clients have stopped comparing serious games to their ‘non-serious’ counterparts (entertainment games) but as valid substitutes for traditional training methods.” The industries that are using serious games (particularly healthcare) are more accepting today. There is still some resistance, but not much. Technology is now much more powerful; hyper-reality is more engaging. Tools are available (Facebook, etc.) that were not available before. There’s not just a push, but people are seeking games out now. “Doctors are saying, ‘can I play Bones in my few spare minutes on my cell phone.’” As the world becomes more digital, there is more opportunity to overlay games onto work. “ Serious games are being taken more seriously at a very rapid pace, but truly serious work is being curtailed by the short-sightedness and overwhelming emphasis on profit by corporations” (Same person, different question: “It’s not all about money. Ironically, if more enlightened motives for funding research existed, profits would be amplified prodigiously.”) Growth “hampered by the difficult, if not critical, macro-economic situation worldwide.” “ While the market is evolving, the adoption rate is still niche specific. I don’t expect an upswing as the industry as a whole is still pretty much in it growth stage but there has been much greater improvement in the profile.” A more pessimistic view: Workplace learning seems unchanged – people not willing to spend, relying on PowerPoint and social media Serious games as the future of learning? Results are incredibly inconclusive People are enchanted by games, but they are not always the answer just because they are a hot topic Example: You play the game, then stop the fun and go back to learning. Once initial enthusiasm is over, we need to figure out what makes a good game
How do you see the market opportunity in the serious games industry today versus 3 years ago? “ The opportunity is growing, mainly because the stigma of the word ‘game’ is vanishing and gamers are getting older. Also, more serious games success stories mean more interest.” “ You can say the word ‘gaming’ out loud. We’ve gone through the ‘civil rights’ of gaming. Gamers have gotten older, are coming to work saying, ‘why can’t the interface look more interesting a fun like games.’ The demand is being put there by users.” “ In general when it comes to learning, whether K-12 or the workforce, people are realizing that the traditional ways of training and education are not working. Test results will say that people are prepared, but they don’t have thought skills or career skills. Games and situated learning allow them to create the connection between the content and the ‘so what.’” “ Potential clients have stopped comparing serious games to their ‘non-serious’ counterparts (entertainment games) but as valid substitutes for traditional training methods.” The industries that are using serious games (particularly healthcare) are more accepting today. There is still some resistance, but not much. Technology is now much more powerful; hyper-reality is more engaging. Tools are available (Facebook, etc.) that were not available before. There’s not just a push, but people are seeking games out now. “Doctors are saying, ‘can I play Bones in my few spare minutes on my cell phone.’” As the world becomes more digital, there is more opportunity to overlay games onto work. “ Serious games are being taken more seriously at a very rapid pace, but truly serious work is being curtailed by the short-sightedness and overwhelming emphasis on profit by corporations” (Same person, different question: “It’s not all about money. Ironically, if more enlightened motives for funding research existed, profits would be amplified prodigiously.”) Growth “hampered by the difficult, if not critical, macro-economic situation worldwide.” “ While the market is evolving, the adoption rate is still niche specific. I don’t expect an upswing as the industry as a whole is still pretty much in it growth stage but there has been much greater improvement in the profile.” A more pessimistic view: Workplace learning seems unchanged – people not willing to spend, relying on PowerPoint and social media Serious games as the future of learning? Results are incredibly inconclusive People are enchanted by games, but they are not always the answer just because they are a hot topic Example: You play the game, then stop the fun and go back to learning. Once initial enthusiasm is over, we need to figure out what makes a good game
Consensus : “ The answer to that question is very elusive, difficult to pin down. It’s hard to find research on the subject.” “ There are indicators of growth, but it’s difficult to quantify. There are more people making games, but maybe not more money being made.” “ It’s all about definition. Should Bejeweled be counted as a serious game, since it’s known to reduce stress? Or how about Wii Bowling, for all the benefits in nursing homes.”
Direct : Grants, for those who work with the government or in educational institutions Ad sponsorship Licensing software/subscriptions Transactions done within virtual worlds B2B contracts Corporate Support (especially educational institutions) Indirect (the game itself is not generating the revenue): Games for marketing – used as assets to sell something else Sales training – how well the training works Process optimization – how well you’re optimizing your process
In what sector of the industry do you see the most growth? Education Games/Corporate sector, for training (for internal training?)/Health care games/Medical professional training/Government/Military sims/training/ Activist Games (games for good/games for change)/Any other sectors emerging? Strong consensus that there is growth in healthcare . “If you don’t call it a game, doctors are receptive to it.” “It’s a lot easier to talk with people about it now than two years ago. Business has picked up.” Mobile technology in particular is reshaping games in healthcare. Also big are health games and sports science (Kinect and Wii, Nike+, etc.) +2 Growth in military . +4 Decline in education . “Doesn’t usually have the production value. May not have the budget to pull off a 3D environment.” May be political. Disagreement: Big growth in education : most of the developers I talked to are education focused, and they say that government and institutional involvement is growing; more money than ever in the education sector. More educational games and platforms using gaming technology in schools in the UK. Increasing interest in the corporate sector , as game design features like achievements and leaderboards become widespread in training. +1 Also, corporations have the budgets to commission these types of projects. Disagreement: corporate sector is lagging behind , despite innovation programs, in tough economic times rather than revolutionize, corporations tend to hunker down. “Anything that is odd, strange, different, etc. will be looked at with disdain, despite the clear advantages.” “ Anything that takes a lot of time is the next candidate for growth.”
In what sector of the industry do you see the most growth? Education Games/Corporate sector, for training (for internal training?)/Health care games/Medical professional training/Government/Military sims/training/ Activist Games (games for good/games for change)/Any other sectors emerging? Strong consensus that there is growth in healthcare . “If you don’t call it a game, doctors are receptive to it.” “It’s a lot easier to talk with people about it now than two years ago. Business has picked up.” Mobile technology in particular is reshaping games in healthcare. Also big are health games and sports science (Kinect and Wii, Nike+, etc.) +2 Growth in military . +4 Decline in education . “Doesn’t usually have the production value. May not have the budget to pull off a 3D environment.” May be political. Disagreement: Big growth in education : most of the developers I talked to are education focused, and they say that government and institutional involvement is growing; more money than ever in the education sector. More educational games and platforms using gaming technology in schools in the UK. Increasing interest in the corporate sector , as game design features like achievements and leaderboards become widespread in training. +1 Also, corporations have the budgets to commission these types of projects. Disagreement: corporate sector is lagging behind , despite innovation programs, in tough economic times rather than revolutionize, corporations tend to hunker down. “Anything that is odd, strange, different, etc. will be looked at with disdain, despite the clear advantages.” “ Anything that takes a lot of time is the next candidate for growth.”
Growth Trajectory Not willing to project hard estimates (double, triple, etc.), but general agreement that it will be bigger based on: More people game (casual gamers, women, etc) More platforms (mobile, web) People who are familiar with games will become more prominent and numerous leading to: People in decision-making roles being comfortable with using games as tools Users being more willing and receptive to using games as training/learning tools Tools get simpler and cheaper; proliferation of engines and game-making suites make it easier and cheaper to hack together a game to see if it’s effective
What is the average cost of a game/sim for the sectors you work in? (Add: and what length of development time is required?) Education Corporate training Health care Govt/Military Activist Games There is huge variation in cost and timing depending on sector and sales model (subscription, etc.). Corporate – cost depends on graphics and number of platforms desired. Anywhere from $30K-$500K, with an average around $65K. Timing about 3 months. For games done within company on own time, 1 full time person for a couple of weeks (~$10K). Healthcare – With the subscription model, sell bundles of $5-10K. But almost always have to sell custom contracts in addition to subscriptions. Timing, about 6 months. Government/military – payment in the form of grants, which are fixed. First phase $90K, second phase $750K, over the course of 2 years. The government is recognizing that things are more complex, are more willing to spend $1-$2M now. Timing is fixed too. Currently set at 2-3 years, but could be done faster, probably 9-18 months. Education – licensing: about $100 per classroom (35-40 kids), about $10-15 per household. 50,000 British pounds over 1 year in Japan. Small games take about a month or so with a small team; larger games/sims can take 3 months with a dedicated core team and auxiliary asset producers; some games (MMOs, etc.) are massive, multi-year projects costing lots of money. $75K - $500K. Etc. - “Basically, people do the best they can with the budget at their disposal and scope the project accordingly. Projects can take from a few weeks to a couple of years or even more.”
What is the average cost of a game/sim for the sectors you work in? (Add: and what length of development time is required?) Education Corporate training Health care Govt/Military Activist Games There is huge variation in cost and timing depending on sector and sales model (subscription, etc.). Corporate – cost depends on graphics and number of platforms desired. Anywhere from $30K-$500K, with an average around $65K. Timing about 3 months. For games done within company on own time, 1 full time person for a couple of weeks (~$10K). Healthcare – With the subscription model, sell bundles of $5-10K. But almost always have to sell custom contracts in addition to subscriptions. Timing, about 6 months. Government/military – payment in the form of grants, which are fixed. First phase $90K, second phase $750K, over the course of 2 years. The government is recognizing that things are more complex, are more willing to spend $1-$2M now. Timing is fixed too. Currently set at 2-3 years, but could be done faster, probably 9-18 months. Education – licensing: about $100 per classroom (35-40 kids), about $10-15 per household. 50,000 British pounds over 1 year in Japan. Small games take about a month or so with a small team; larger games/sims can take 3 months with a dedicated core team and auxiliary asset producers; some games (MMOs, etc.) are massive, multi-year projects costing lots of money. $75K - $500K. Etc. - “Basically, people do the best they can with the budget at their disposal and scope the project accordingly. Projects can take from a few weeks to a couple of years or even more.”
What are the variables (i.e., what impacts cost structure? Art assets, licensing, labor, etc.)? Graphics 3D Number of platforms desired Complexity – What’s being taught, and how intricate does the programming need to be Assets Music/Audio Testing Labor
Has the cost of making serious games accelerated in recent years? Are there more off the shelf tools for building serious games? Some say yes, some say no : Yes because there are more tools available – more models, cheaper game engines, cheaper licenses; the barriers of entry are lower. No because the level of complexity has accelerated , trying to make things simple actually costs more. No because of the cost of labor . No because of off-the-shelf tools: “ There is a plethora of game engines, middleware and tools currently available today at little or no cost so it is actually possible to start building research prototypes and proofs of concept fairly cheaply. I'd say the cost of developing effective serious games that are not overly dependent on high end graphical assets or performance, has not increased significantly during the last few years.” “ Yes cost has definitely accelerated but in a good way, it has made the technology more accessible to a wider range of audiences.”
“ Current state is paltry; I don’t think any measurement can be called state of the art presently. Many interesting articles but very few real studies and of the appropriate scale/time.” (The quote is from a professor working with serious games for education; in Education people have been more pessimistic) Build metrics into the game/sim : In many cases, the metric itself is part of the game/sim (i.e., have to meet the desired outcome in order to pass or move on). Observational/external metrics : An observer watches people playing the game and scores them. Or, the people who will be using the game test it and provide feedback. Sales data and other business revenue metrics : By how much did this increase revenue, what were the cost savings, what is the impact on the bottom line? Biometrics (among the university crowd): changes in heart rate, brain waves, facial expressions Data mining (i.e. games keep track of what you’re doing) “ Psychometrics is the field of study concerned with the theory and technique of psychologicalmeasurement, which includes the measurement of knowledge, abilities, attitudes, personality traits, and educational measurement. The field is primarily concerned with the construction and validation of measurement instruments such as questionnaires, tests, and personality assessments.” http://en.wikipedia.org/wiki/Psychometrics Kirkpatrick’s 4 Levels of Learning Evaluation http://en.wikipedia.org/wiki/Donald_Kirkpatrick#Four_Levels_of_Learning_Evaluation Four Levels of Learning Evaluation Kirkpatrick's four levels are designed as a sequence of ways to evaluate training programs. As you proceed through each of the levels, the evaluation becomes more difficult and requires more time and each level provides more information. Kirkpatrick notes in his book, 'Evaluating Training Programs (Third Edition)' that "none of the levels should be bypassed simply to get to level that the trainer considers the most important." [1] The four levels of Kirkpatrick's evaluation model essentially measure: Reaction - what participants thought and felt about the training (satisfaction; "smile sheets") Learning - the resulting increase in knowledge and/or skills, and change in attitudes. This evaluation occurs during the training in the form of either a knowledge demonstration or test. Behavior - transfer of knowledge, skills, and/or attitudes from classroom to the job (change in job behavior due to training program). This evaluation occurs 3-6 months post training while the trainee is performing the job. Evaluation usually occurs through observation. Results - the final results that occurred because of attendance and participation in a training program (can be monetary, performance-based, etc.) Several authors have suggested an addition of a fifth level of evaluation. JJ Phillips has argued for the addition of a "Return on Investment (ROI) level which is essentially about comparing the fourth level of the standard model to the overall costs of training. [2] Roger Kaufmanhas argued that ROI is essentially a level-four type of evaluation since it is still internal to the organization and that a fifth level of evaluation should focus on the impact of the organization on external clients and society. [3]
What is required to get more industries/companies/schools to use games for training/learning? There are two main camps on this – education/validation, and re-naming/“stealth mode” Education/validation: Publish proof/evidence/case studies that serious games work. Convince the people making the decisions/holding the purse strings. A better appreciation of the potent psychological potentials inherent in serious games. “ A more conducive environment will naturally evolve when, in a few more years, more and more people grown up with games will start getting into high responsibility and management positions across all types of companies and agencies.” “ Culture – digital natives vs. immigrants. How comfortable are older professors/professionals with the technology and how they feel personally about utilizing it in their class or workplace.” Evidence of cost-effectiveness. Re-naming/“stealth mode”: Remove the stigma associated with the word games, or take the word “game” out of the name entirely. “Stealth mode” = games hidden inside the words “activity” or “learning module.” Change game publishers’ advertising practices on selling games. Even more than just the educational validation, the idea that measurement can be accurately implemented into games, then games can be designed based on measurement, resulting in a feedback loop that increases the effectiveness rapidly. Mindset: games are not always the answer, may be more hype in certain situations In education, for example: a game may be fun, but what did you learn by playing? Measurement needs to be improved. Educators always talk about measurement, but it’s all lip service Regarding the games themselves: Need more people who know what they’re doing, who understand games and how to synthesize content, who really understand behavioral motivation. Need good design. In some cases (Japan), easier access to creative tools is needed. “SL and OpenSim are either too controlled or too difficult. Unity 3D needs to be developed for a flatter learning path.” Another one (and this may also fit under challenges to making games/sims more effective) is time restraints.
What is required to get more industries/companies/schools to use games for training/learning? There are two main camps on this – education/validation, and re-naming/“stealth mode” Education/validation: Publish proof/evidence/case studies that serious games work. Convince the people making the decisions/holding the purse strings. A better appreciation of the potent psychological potentials inherent in serious games. “ A more conducive environment will naturally evolve when, in a few more years, more and more people grown up with games will start getting into high responsibility and management positions across all types of companies and agencies.” “ Culture – digital natives vs. immigrants. How comfortable are older professors/professionals with the technology and how they feel personally about utilizing it in their class or workplace.” Evidence of cost-effectiveness. Re-naming/“stealth mode”: Remove the stigma associated with the word games, or take the word “game” out of the name entirely. “Stealth mode” = games hidden inside the words “activity” or “learning module.” Change game publishers’ advertising practices on selling games. Even more than just the educational validation, the idea that measurement can be accurately implemented into games, then games can be designed based on measurement, resulting in a feedback loop that increases the effectiveness rapidly. Mindset: games are not always the answer, may be more hype in certain situations In education, for example: a game may be fun, but what did you learn by playing? Measurement needs to be improved. Educators always talk about measurement, but it’s all lip service Regarding the games themselves: Need more people who know what they’re doing, who understand games and how to synthesize content, who really understand behavioral motivation. Need good design. In some cases (Japan), easier access to creative tools is needed. “SL and OpenSim are either too controlled or too difficult. Unity 3D needs to be developed for a flatter learning path.” Another one (and this may also fit under challenges to making games/sims more effective) is time restraints.
What is required to get more industries/companies/schools to use games for training/learning? There are two main camps on this – education/validation, and re-naming/“stealth mode” Education/validation: Publish proof/evidence/case studies that serious games work. Convince the people making the decisions/holding the purse strings. A better appreciation of the potent psychological potentials inherent in serious games. “ A more conducive environment will naturally evolve when, in a few more years, more and more people grown up with games will start getting into high responsibility and management positions across all types of companies and agencies.” “ Culture – digital natives vs. immigrants. How comfortable are older professors/professionals with the technology and how they feel personally about utilizing it in their class or workplace.” Evidence of cost-effectiveness. Re-naming/“stealth mode”: Remove the stigma associated with the word games, or take the word “game” out of the name entirely. “Stealth mode” = games hidden inside the words “activity” or “learning module.” Change game publishers’ advertising practices on selling games. Even more than just the educational validation, the idea that measurement can be accurately implemented into games, then games can be designed based on measurement, resulting in a feedback loop that increases the effectiveness rapidly. Mindset: games are not always the answer, may be more hype in certain situations In education, for example: a game may be fun, but what did you learn by playing? Measurement needs to be improved. Educators always talk about measurement, but it’s all lip service Regarding the games themselves: Need more people who know what they’re doing, who understand games and how to synthesize content, who really understand behavioral motivation. Need good design. In some cases (Japan), easier access to creative tools is needed. “SL and OpenSim are either too controlled or too difficult. Unity 3D needs to be developed for a flatter learning path.” Another one (and this may also fit under challenges to making games/sims more effective) is time restraints.
Several suggestions : Understanding end user requirements – what’s the problem that needs to be solved? A game may not always be the right solution, even if the client initially requests it. Some games are seen as “chocolate-covered broccoli” because they were created along the following lines: we’re trying to teach something, feel the need to make it fun, so we arbitrarily throw it into the game format. Need to think carefully about why what you’re trying to teach is fun, what is the right kind of experience of puzzle that matches learning points. Lots of derision from the people I interviewed for this type of design; games need to promote learning through the very mechanics, not as an afterthought. The act of playing it must teach a skill/knowledge that is translatable to the outside world, rather than just make it a vehicle for unassociated knowledge. “ If the context is not receptive to the game, even brilliant games will fail.” Educating end users – the game has to make sense to the user. Need to help people understand how they can use these tools. Cost – simulations, for example, are not cheap. K-12 institutions dependant on government funds price pressures against creativity, they must leverage existing resources and do not have enough to devote to truly effective games Appealing to all types of end users – this is particularly important internationally (i.e., in some countries the leaderboard is motivating and in others it is not). How do people want to play – player vs. self, environment, or player? Stickiness – paying attention to the psychological effects, finding out what makes people want to play for the sake of increasing their score, skill or knowledge. Successful games don’t always have to be 3D, FPS, etc. Some of the most popular games, such as Farmville, couldn’t get more simple. Figuring out what the point system is – points for participation, rewards, giving feedback, motivating, building a relationship. Talent with Experience – “ Good developers are usually lured into big studios or become indies to work on their own niche projects. Dedicated companies in the serious games field might not find easy to get the right talent. This is even more true for universities and research labs that may be forced to develop games with staff who had no real industry exposure and experience.” Teaching game design in schools. Measurement kept coming up; there aren’t enough tools that are proven to actually measure the effectiveness of a game, and progress is slow on that end. Some of the developers were confident in their games’ efficacy, but others (and particularly Eva Baker) were of the opinion that massive strides need to be made to really glean useful information about the effectiveness of serious games. Modularity: several developers mentioned the necessity to make games (but perhaps more accurately sims) as platforms, not just discrete products. Making an environment that either the developer can adjust or add to quickly, or maybe even the user can adjust to suit his needs, is a much more cost-effective solution overall.
Obviously depends on the end result desired “ It’s often an AND (i.e., combination of game, sim, mobile, etc.), not an EITHER/OR.” In education, simulations may be better suited for service learning – through sim experiences participants see situations they’ve never encountered before, and are reacting to an environment modeled after a piece of the relevant world
Several suggestions : Understanding end user requirements – what’s the problem that needs to be solved? A game may not always be the right solution, even if the client initially requests it. Some games are seen as “chocolate-covered broccoli” because they were created along the following lines: we’re trying to teach something, feel the need to make it fun, so we arbitrarily throw it into the game format. Need to think carefully about why what you’re trying to teach is fun, what is the right kind of experience of puzzle that matches learning points. Lots of derision from the people I interviewed for this type of design; games need to promote learning through the very mechanics, not as an afterthought. The act of playing it must teach a skill/knowledge that is translatable to the outside world, rather than just make it a vehicle for unassociated knowledge. “ If the context is not receptive to the game, even brilliant games will fail.” Educating end users – the game has to make sense to the user. Need to help people understand how they can use these tools. Cost – simulations, for example, are not cheap. K-12 institutions dependant on government funds price pressures against creativity, they must leverage existing resources and do not have enough to devote to truly effective games Appealing to all types of end users – this is particularly important internationally (i.e., in some countries the leaderboard is motivating and in others it is not). How do people want to play – player vs. self, environment, or player? Stickiness – paying attention to the psychological effects, finding out what makes people want to play for the sake of increasing their score, skill or knowledge. Successful games don’t always have to be 3D, FPS, etc. Some of the most popular games, such as Farmville, couldn’t get more simple. Figuring out what the point system is – points for participation, rewards, giving feedback, motivating, building a relationship. Talent with Experience – “ Good developers are usually lured into big studios or become indies to work on their own niche projects. Dedicated companies in the serious games field might not find easy to get the right talent. This is even more true for universities and research labs that may be forced to develop games with staff who had no real industry exposure and experience.” Teaching game design in schools. Measurement kept coming up; there aren’t enough tools that are proven to actually measure the effectiveness of a game, and progress is slow on that end. Some of the developers were confident in their games’ efficacy, but others (and particularly Eva Baker) were of the opinion that massive strides need to be made to really glean useful information about the effectiveness of serious games. Modularity: several developers mentioned the necessity to make games (but perhaps more accurately sims) as platforms, not just discrete products. Making an environment that either the developer can adjust or add to quickly, or maybe even the user can adjust to suit his needs, is a much more cost-effective solution overall.
Several suggestions : Understanding end user requirements – what’s the problem that needs to be solved? A game may not always be the right solution, even if the client initially requests it. Some games are seen as “chocolate-covered broccoli” because they were created along the following lines: we’re trying to teach something, feel the need to make it fun, so we arbitrarily throw it into the game format. Need to think carefully about why what you’re trying to teach is fun, what is the right kind of experience of puzzle that matches learning points. Lots of derision from the people I interviewed for this type of design; games need to promote learning through the very mechanics, not as an afterthought. The act of playing it must teach a skill/knowledge that is translatable to the outside world, rather than just make it a vehicle for unassociated knowledge. “ If the context is not receptive to the game, even brilliant games will fail.” Educating end users – the game has to make sense to the user. Need to help people understand how they can use these tools. Cost – simulations, for example, are not cheap. K-12 institutions dependant on government funds price pressures against creativity, they must leverage existing resources and do not have enough to devote to truly effective games Appealing to all types of end users – this is particularly important internationally (i.e., in some countries the leaderboard is motivating and in others it is not). How do people want to play – player vs. self, environment, or player? Stickiness – paying attention to the psychological effects, finding out what makes people want to play for the sake of increasing their score, skill or knowledge. Successful games don’t always have to be 3D, FPS, etc. Some of the most popular games, such as Farmville, couldn’t get more simple. Figuring out what the point system is – points for participation, rewards, giving feedback, motivating, building a relationship. Talent with Experience – “ Good developers are usually lured into big studios or become indies to work on their own niche projects. Dedicated companies in the serious games field might not find easy to get the right talent. This is even more true for universities and research labs that may be forced to develop games with staff who had no real industry exposure and experience.” Teaching game design in schools. Measurement kept coming up; there aren’t enough tools that are proven to actually measure the effectiveness of a game, and progress is slow on that end. Some of the developers were confident in their games’ efficacy, but others (and particularly Eva Baker) were of the opinion that massive strides need to be made to really glean useful information about the effectiveness of serious games. Modularity: several developers mentioned the necessity to make games (but perhaps more accurately sims) as platforms, not just discrete products. Making an environment that either the developer can adjust or add to quickly, or maybe even the user can adjust to suit his needs, is a much more cost-effective solution overall.
Several suggestions : Understanding end user requirements – what’s the problem that needs to be solved? A game may not always be the right solution, even if the client initially requests it. Some games are seen as “chocolate-covered broccoli” because they were created along the following lines: we’re trying to teach something, feel the need to make it fun, so we arbitrarily throw it into the game format. Need to think carefully about why what you’re trying to teach is fun, what is the right kind of experience of puzzle that matches learning points. Lots of derision from the people I interviewed for this type of design; games need to promote learning through the very mechanics, not as an afterthought. The act of playing it must teach a skill/knowledge that is translatable to the outside world, rather than just make it a vehicle for unassociated knowledge. “ If the context is not receptive to the game, even brilliant games will fail.” Educating end users – the game has to make sense to the user. Need to help people understand how they can use these tools. Cost – simulations, for example, are not cheap. K-12 institutions dependant on government funds price pressures against creativity, they must leverage existing resources and do not have enough to devote to truly effective games Appealing to all types of end users – this is particularly important internationally (i.e., in some countries the leaderboard is motivating and in others it is not). How do people want to play – player vs. self, environment, or player? Stickiness – paying attention to the psychological effects, finding out what makes people want to play for the sake of increasing their score, skill or knowledge. Successful games don’t always have to be 3D, FPS, etc. Some of the most popular games, such as Farmville, couldn’t get more simple. Figuring out what the point system is – points for participation, rewards, giving feedback, motivating, building a relationship. Talent with Experience – “ Good developers are usually lured into big studios or become indies to work on their own niche projects. Dedicated companies in the serious games field might not find easy to get the right talent. This is even more true for universities and research labs that may be forced to develop games with staff who had no real industry exposure and experience.” Teaching game design in schools. Measurement kept coming up; there aren’t enough tools that are proven to actually measure the effectiveness of a game, and progress is slow on that end. Some of the developers were confident in their games’ efficacy, but others (and particularly Eva Baker) were of the opinion that massive strides need to be made to really glean useful information about the effectiveness of serious games. Modularity: several developers mentioned the necessity to make games (but perhaps more accurately sims) as platforms, not just discrete products. Making an environment that either the developer can adjust or add to quickly, or maybe even the user can adjust to suit his needs, is a much more cost-effective solution overall.
Emphasize outcomes – market the outcomes that are being achieved, make the glitz and glamour of games secondary. An evidence-based approach will win out. “ It’s more an issue of personal biases and unwillingness” Positive press – publish more success stories to improve the category’s image, show that there’s a positive side of games. Put the stories where the people are – social media, blogs, etc.
Help us with the positive press. Promote our category. Come out with statistics, find stories and show that there’s successful adoption. Show us best of class. Find out where the breakthroughs are happening. Help us answer the questions we were asked that we don’t know the answers to – size of market space, size of category in terms of revenue, etc. Help us get into sectors that are tough to crack, or help us expand in sectors that are stuck in one type of tool only. Do research into peripheral devices – Kinect, Google glasses, etc. Develop a serious games locale within a virtual world. “Eat your own dog food.” Facilitate Research-Corporate Partnerships “Help in bringing together academic and industry players for possible partnership. Arrange events dedicated to particular fields within the serious gaming domain to attract clients who could potentially be interested in using serious games within their own organizations for specific purposes.” Set a standard: “I don’t think we need to build any more awareness as there are already in my opinion too many conferences on SG. What is needed is consolidation of the thoughts/findings of these conferences and coming up with a plan to examine assessment in the first instance and then standards in the second.” Research on measurement (Awareness already exists) Publication in good academic journals to spur research and promote high profile “ Be proactive in promoting serious games as means to serious goals, not as goals. ” In the long run, that implies getting rid of the term ‘serious games’.”
What key questions did we miss? Does terminology matter? Does it matter if it’s called a game? What are the parameters of the serious games market? Does it exist? Is it a fragment of training or traditional games? Or interactive media? Who (besides people who work with the government) is making any money on this? Where are there opportunities beyond the usual suspects (government and healthcare). Or is it just the usual suspects? What tools are you using to build games? What platforms, etc.? Where do mobile games fit in? What is required to get people to use games for training and learning? What stops them from using it? Is America in the lead? If not, how can we become the lead? How are security and privacy being address? Within virtual worlds, how are you going to collect money and transactions? Within the virtual space? Or through a website? How do we establish productivity games as an additional sector within serious games? How can simulations from the private sector and the military inform education? Which journals or resources from the private sector and the military are most informative? (To be asked of consumers with children) Do your children or children in your family learn from games? Side effect learning from playing a particular set of games Specific school games Which do they prefer? Why do you think that is?