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Serious Games Past, Present and Future David Wortley Director Serious Games Institute
Where are we going ? Who is taking us there ?
Key Take Away Questions ,[object Object],[object Object],[object Object],[object Object],[object Object],What are the implications for  Society, Business and Education ?
Introduction to the SGI
Serious Games Institute (SGI) “ An international centre of excellence for the application of electronic games and virtual worlds to serious social and economic issues (including learning)”
Type of Serious Games and their Objectives
Serious Games are NOT New Games have always had serious uses and benefits
What Games do for us ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Exploration & Discovery
Today’s Serious Games Example Game Objective / Outcome Flight Simulator Motor skills, co-ordination Floodsim Change awareness, attitude Obesity Challenge Change behaviour, educate Nano-science Infiniteams Increase understanding & engagement Develop team building & collaboration
Tomorrow’s Serious Games Intelligent profiling and customisation
Impact of Games Technologies on Society, Business and Education
Digital Natives Video Games are changing our relationship with technology
Predicting the Future 1949 2009 ?
Predicting the Future 1949 2009
Predicting the Future 2000 2009 ?
Predicting the Future 2000 2009
The Most Disruptive Technology Developments in History Media Consumption Media Production
Who or What Is Driving These Changes ?
The Agent for Change is Us WEB 2.0
Our Needs and Expectations
What we demand from technology is ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],More Less Cost Hassle Burocracy
We are driving technology to provide More control over our lives, our world and our relationships and we are prepared to pay for it !!
A Simple Illustration In-flight Entertainment Yesterday Today Tomorrow ? One size  fits all Intelligent entertainment
Important Technology Trends which are having a big impact on Society, Business and Education
Personalisation Applications will be personalised to and by the individual
Interfaces & Accessibility Applications will be accessible through new ambient devices
Persistent Memory User capabilities and experiences will be persistent across applications
Search & Discover Applications will be more self-directed and based on discovery rather than knowledge transfer
Data Visualisation Applications will be enhanced by 3D data visualisation
Challenges & Rewards Games methodologies bring challenges and rewards to applications
Creative Publishing Creative technologies will support knowledge sharing and collaboration
What is Technology trying to achieve ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
My Computer Loves Me !! Converging technologies aim to develop individual relationships and build communities
How will this impact Society, Business and Education?
Is Technology Changing Learners ? Classroom The hard way Top down Hierarchical Unwise Team informed Get out of the way Unsure Once per year Sets me back Seeks approval Command & control No news is good news Uncomfortable Too much and I’ll leave Hub & spoke Horizontal Coach Weekly/daily Unable to work  without it Necessary Part of my daily routine Unfathomable if not provided On demand Partner Team decided Collaborative Collaborative Collaborative & networked Continuous & expected Facilitated Guarded Team included Independent Independent Required to keep me Traditionalist Boomer Gen X Gen Y Training  Learning style Communication Problem-solving Decision-making Leadership style Feedback Technology use Job changing
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 ?
What’s different about Today ?
Who do we learn from ? Knowledge Professionals Our peers
Impact of Technology Teaching Methods Collaborative Learning Teacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
Facts or Information Handling ?
What’s different about Today ? Apart from teachers, students, how we teach and what we teach
Students becoming Teachers ?
Key Take Away Questions ,[object Object],[object Object],[object Object],[object Object],[object Object],What are the implications for  Society, Business and Education ?
Most Influential Technologies Games Virtual Worlds Social Networks
Why are they Influential ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Serious Games Past, Present and Future David Wortley Director Serious Games Institute

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Serious Games Past Present And Future

Editor's Notes

  1. This is a picture of the Serious Games Institute modelled in Second Life