Serious games are games designed for purposes other than entertainment, such as education or training. The Serious Games Institute (SGI) researches and develops serious games for various applications. SGI has produced games for healthcare training, autism therapy, and cultural heritage. Emerging trends in serious games include gamification, social gaming, cloud computing, and augmented reality games. SGI collaborates globally on serious games projects and research.
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Serious games sparking serious innovation - The Serious Games Institute
1. Serious games sparking serious innovation Jacqueline Cawston Senior Business Development Manager
2. Serious Games Sparking Serious Innovation Introduction What are Serious Games Background to SGI Emerging Markets Emerging Trends Serious Games Innovation
4. What is a serious game? http://vimeo.com/27523181 A serious game is a game designed for a primary purpose other than pure entertainment
5. In the beginning… Americas Army Ist released 2002 as recruitment game 8 million registrations by 2007 26 more versions Now available as xbox and mobile game Cost $33 million America's Army 3 Trailer - YouTube
6. Serious Games Can be cost effective using Flash Global Conflict Palestine http://www.youtube.com/watch?v=3ANbDOKmJ6s
8. Triage Trainer Triage trainer trial summary: 5 trials: September 2007 – January 2008 Independently conducted by the University of Birmingham Trial participants: 91 UK NHS doctors, nurses & paramedics trial results game trainees versus non-game trainees:significantly higheraccuracy (28%) than the non-game group no significant differenceon time taken (p>0.05)
11. “An international centre of excellence for the application of video game, virtual world, mobile application and associated technology to serious social and economic issues”
12. Background SGI The world’s biggest-selling franchises were born in Britain including Lara Croft: Tomb Raider and Grand Theft Auto By 2000 the UK was at the forefront of games development and independent studios were growing rapidly to keep up with a world demand for the content they were creating. After USA, Japan and Canada the UK is the fourth largest producer of video games in the world. The UKs interactive media industry employs approx 40,000 people, representing 10% of the creative workforce 160 Digital media companies in the midlands
19. SGI Success Innovation Global reputation Academic backing Networks Trend spotting Projects delivered on time on budget
20. Variety of projects Herbert Gallery GALA Network Modes E-Vita V-trade Demonstrator Meducator Alice FIRE Virtual Far Gosford Street Daphne – CAVA Serious Games Studio I spectrum Sexual Health for Parents Oman Maternal Health Irish Tourist Board Language Game Forest Fire Fighting
21. Aims to improve the work based social interaction skills of people on the Autistic spectrum through a virtual work environment
37. Among 16-24s, over half (52 per cent) of their media activity is simultaneous, compared to just over one fifth (22 per cent) for people aged over 55.
38. In June 2010 nearly three quarters of mobile phones sold were Smart Phones
39. Highest take up of tablets such as ipad and kindle from 15-24 year olds – used in bed
48. Serious Games Trends Gamification Social Gaming Cloud Storage Consumer to Prosumer
49. Gamification Use of game play mechanics for non-game applications Making technology more engaging Rewarding others for engaging Changing behaviour Prolonging time spent on site
53. Social Gaming 2 million people playing games in social media platforms Most downloaded apps are games What is serious about social games? Collection of data – if it is free you are not the customer you are the product!
54. All on the Cloud Whenever, wherever, downloading as needed
60. Augmented Reality The combination of a real physical environment augmented with a virtual computer scene augmented reality, blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell http://onproductions.com.au/2011/06/02/lynx-angel-ambush/
73. Thank you for listening Jacqueline Cawston Senior Business Development Manager The Serious Games Institute jcawston@cad.coventry.ac.uk
Notes de l'éditeur
Evidence of Chess in 6th Century in India
Hope Lab, not pro fit , teenager cancer patients
29 million on Farmville 27 million on Happy Farm.
Africa, Asia, Latin America – Middle East
HopeLab aims to reduce obesity and promote healthy living in teenagers through gamification
26 million on Farmville, 27 million on happy farm
Designer CenteredLearning FocusedTrainer FriendlyEnables Rapid Development Easy & Flexible authoringTemplate designsThinking Worlds unique developmentarchitecture:Browser Based Delivery3D slim client ApproachStandard BrowsersSecure ArchitecturesFor Caspian Learning, this has totally transformed how we develop our own Immersive Simulations for clients – less people on projects, faster development, agile development not waterfall, 3D on screen for client at the start of the project, less mistakes, happier clients.This capability is available to all developers now.
Roll 7 – Simon Bennet is presenting later in the programme