This document discusses the role of serious games and immersive technologies in business and innovation. It defines serious games as games with a purpose beyond entertainment, and notes they have always been used as learning tools. Immersive applications like games, virtual worlds, and social networks engage human interests and emotions. They are disruptive because they capture attention in the digital economy. For business, they can be used for practice, revenue/client generation, recruitment and training, and cost reduction. Examples of innovation include technological advances, new forms of learning and collaboration, empowering communities, technical support, knowledge management, and training. Immersive technologies are uniquely driven by human needs and small businesses are driving innovation in this area.
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Role of serious games and immersive technologies
1. Role of Serious Games and Immersive Technologies in Business Enterprise and Innovation Ludus Conference Politecnicodi Milano May 2011 David Wortley FRSA
2. Topics Introduction to Serious Games and Immersive Technologies Characteristics of Immersive Applications Business Enterprise Examples Innovation Examples Summary and Conclusion
4. What is a Serious Game ? Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action
5. Serious Games are NOT New Games have always been a serious learning tool
6. Games or Immersive Experiences ? Rules, Rewards, Virtual Worlds and Social Networks
7. Serious games have been defined as games whose primary purpose is not entertainment but has a potentially serious benefit or outcome.This definition is not always helpful because it does not reflect or embrace the full potential of technologies which create or use immersive experiences to deliver serious benefits
8. Immersive Applications Games Virtual Worlds Social Networks Immersive Application are commercially very significant because they engage our discretionary time, attention and money
9. Immersive Applications driven by Human Needs and Emotions Enhancing our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
13. The Attention Economy Capturing and retaining attention and loyalty are critical in today’s digital media society
14. The Secrets of Enterprise and Innovation Success Attractiveness Accessibility Affordability Does it interest/excite me ? Is it easy to access ? Can I afford the time, attention and money ?
34. What are the Key Features ? Personalisation / relevance Interface and Ubiquity Cost in time and money Ability to control / shape Richness of experience Challenge / motivation Intrinsic and extrinsic rewards
40. Ticking all the Boxes Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
41. Driving Technological Innovation 3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
53. Main Points Immersive technologies are unique in history because of the prosumer effect It is human need driven – not technology or content Key technologies – sensors, interfaces, 3D, graphics, bandwidth, cloud computing, AI Physical and virtual worlds being integrated SME’s driving innovation more than researchers Emerging opportunities and threats
55. Role of Serious Games and Immersive Technologies in Business Enterprise and Innovation Ludus Conference Politecnicodi Milano May 2011 David Wortley FRSA