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The Immersive Technologies of
Serious Games and Virtual Worlds
David Wortley FRSA
Serious Games Institute (SGI)
“An international centre of excellence for the application of
immersive technologies to serious social and economic issues”
Immersive Technologies
Games Virtual Worlds Social Networks
Immersive Technologies engage our hearts, minds and wallets
SGI Areas of Interest
Education Health Environment Smart Buildings
Relationships Interface Technology Innovation & Enterprise
Games
Serious Games
Virtual Worlds
24hr Global Virtual Conference in 3 time zones
Social Networks
Serious Social Networks
Artificial Intelligence, Geo-location, profiling
New Devices
Motion / Voice Controllers
New Ways of Learning
Watch, Copy, Feedback, Learn
Immersive Technologies changing the face of Learning
Digital Natives
Digital Media is changing our capabilities and attitudes
The Multi-Tasking Generation
There is medical evidence to indicate that the
brains of young people are becoming increasingly
“hard-wired” for multi-tasking - making them able
to handle (and expect) multiple simultaneous
information sources and to make judgements on
which sources to give attention to.
How can/should society respond to this ?
Student vs Teacher
 Student
 Generation Y
 Portfolio Career
 Digital Native
 Technophile (“Tech Savvy”)
 “Multi-tasker”/task switcher
 “Connected”
 Mobile
 Short attention span
 Learner as “Producer”
 Collaborative Learning
 Distributed/Distance/ Mobile
Learning
Hanlan & Swift, 2007
Teacher
Baby Boomer
Company Man/Woman
Digital Immigrant
Technophobe?
Serial-tasker?
Stand alone technology
Static (“Cinemascope”)
Long attention span?
Learner as “Consumer”
Individual Learning
Centralized Learning
Introduction to the Serious Games Institute
Introduction to the Serious Games Institute

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Introduction to the Serious Games Institute

  • 1. The Immersive Technologies of Serious Games and Virtual Worlds David Wortley FRSA
  • 2. Serious Games Institute (SGI) “An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  • 3. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  • 4. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
  • 7. Virtual Worlds 24hr Global Virtual Conference in 3 time zones
  • 9. Serious Social Networks Artificial Intelligence, Geo-location, profiling
  • 10. New Devices Motion / Voice Controllers
  • 11. New Ways of Learning
  • 12. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
  • 13. Digital Natives Digital Media is changing our capabilities and attitudes
  • 14. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
  • 15. Student vs Teacher  Student  Generation Y  Portfolio Career  Digital Native  Technophile (“Tech Savvy”)  “Multi-tasker”/task switcher  “Connected”  Mobile  Short attention span  Learner as “Producer”  Collaborative Learning  Distributed/Distance/ Mobile Learning Hanlan & Swift, 2007 Teacher Baby Boomer Company Man/Woman Digital Immigrant Technophobe? Serial-tasker? Stand alone technology Static (“Cinemascope”) Long attention span? Learner as “Consumer” Individual Learning Centralized Learning