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Thinking Worlds Rapid Sims and Games Meeting the Challenges David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)
Structure Games and Immersive Experiences Games Development Challenges Thinking Worlds Demonstration
Games and Immersive Experiences
Serious games have been defined as games whose primary purpose is not entertainment but which have been developed for a potentially serious benefit or outcome. It might also include entertainment games that have been intentionally re-purposed to deliver serious outcomesThis definition is not always helpful because it does not reflect or embrace the full range or potential of technologies which create or use immersive experiences to deliver serious benefits. These applications may not use gameplay at all.
Most Popular Games are Serious Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action
Games are Immersive Experiences They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal Development and Commercial Exploitation
Games are Learning Experiences Games have always been an essential and ubiquitous part of our learning experiences
Games are Our Personal Choice Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally
The Secret of Success Attractiveness Accessibility Affordability Does it interest/excite me ? Is it easy to access ? Can I afford the time, attention and money ?
Attractive, Accessible, Affordable Immersive experiences focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)
Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies make games an attractive, accessible and affordable space in which to devote our discretionary time, attention and money
The Attention Economy Capturing and retaining attention and loyalty are critical in today’s digital media society
Games Development Challenges
In a Nutshell Learning games need multiple disciplines
Common Language ? Experts speak in different languages
Expectations End users expect console quality action and gameplay
Expectations Clients expect value for money and modest costs
A Solution Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills
Thinking Worlds Demonstration Go to :- http://www.thinkingworlds.com/webinars/ThinkingWorldsWebinar07JUL.wmv
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Thinking Worlds Rapid Sims and Games Meeting the Challenges David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)

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Thinking worlds rapid sims and games

  • 1. Thinking Worlds Rapid Sims and Games Meeting the Challenges David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)
  • 2. Structure Games and Immersive Experiences Games Development Challenges Thinking Worlds Demonstration
  • 3. Games and Immersive Experiences
  • 4. Serious games have been defined as games whose primary purpose is not entertainment but which have been developed for a potentially serious benefit or outcome. It might also include entertainment games that have been intentionally re-purposed to deliver serious outcomesThis definition is not always helpful because it does not reflect or embrace the full range or potential of technologies which create or use immersive experiences to deliver serious benefits. These applications may not use gameplay at all.
  • 5. Most Popular Games are Serious Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action
  • 6. Games are Immersive Experiences They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal Development and Commercial Exploitation
  • 7. Games are Learning Experiences Games have always been an essential and ubiquitous part of our learning experiences
  • 8. Games are Our Personal Choice Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally
  • 9. The Secret of Success Attractiveness Accessibility Affordability Does it interest/excite me ? Is it easy to access ? Can I afford the time, attention and money ?
  • 10. Attractive, Accessible, Affordable Immersive experiences focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)
  • 11. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies make games an attractive, accessible and affordable space in which to devote our discretionary time, attention and money
  • 12. The Attention Economy Capturing and retaining attention and loyalty are critical in today’s digital media society
  • 14. In a Nutshell Learning games need multiple disciplines
  • 15. Common Language ? Experts speak in different languages
  • 16. Expectations End users expect console quality action and gameplay
  • 17. Expectations Clients expect value for money and modest costs
  • 18. A Solution Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills
  • 19. Thinking Worlds Demonstration Go to :- http://www.thinkingworlds.com/webinars/ThinkingWorldsWebinar07JUL.wmv
  • 21. Thinking Worlds Rapid Sims and Games Meeting the Challenges David Wortley (Game2Growth) and Neville Rudd (Caspian Learning)