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The Future of Serious Games and
Immersive Technologies
Singapore SGSC 2013
Today's Key Message
Immersive Technologies, Serious Games and
"Gamification" are likely to play a vital role in
addressing some of the most important
challenges in business and society.
Can you imagine a world without
computers, phones and cars ?
The Way we Were
Teachers transferred knowledge
We knew all our neighbours
We rarely travelled outside our community
Banks were banks, Grocers were grocers
We built a career in the same company
We dated and married within our community
Individual Choice and Power was limited
Games and Simulations helped
shaped our development and interests
Society was Hierarchical,
Structured and Regulated -
Knowledge was Power
Knowledge Professionals with years of
training were the sole service providers in
education, health, law........
Digital Technologies Changed
Everything
From search engines and simple
quizzes and decision tree games
To advanced realistic simulations
Knowledge and skills became
instantly accessible 24/7
The Way we Are
Teachers are coaches and mentors
We know none of our neighbours
We travel and live outside our community
Record companies become airlines, Grocers become
banks
We change jobs and companies often
We date via the Internet and don't marry
Individual Choice and Power is unlimited
Today's Society is Networked and
Asymmetric
Now we have personal agents like this
...
With innovative interfaces
Science fiction soon becomes reality
Delivering immersive experiences
aids learning
The Networked Society
The unprecedented levels of choice and power
delivered to every citizen by technology makes us
the most connected society in history yet there is
a disconnect between choice and consequence,
power and accountability and rights and
responsibilities.
It is this disconnect which creates many of the
challenges we face
Society faces many challenges e.g
Obesity and Ageing Society
Games and Simulations train,
orientate and assess staff
Casual games can help develop or
maintain cognitive skills and mental agility
They also try to encourage
behavioural change
Encouraging Exercise
Technology supports Reflective,
Personalised, Adaptive Learning and
"Wisdom of the Crowd"
Innovative Interface Devices aid
Diagnosis and Treatment
We are on the threshold of a new era of
Gamification and embedded pervasive
games that could transform society
Society will not have the resources to
support ageing population and
lifestyle related health issues
Visualisation of sensor data tracking our
lives linked to games and simulations will
provide the feedback and control
mechanisms that will reconnect our society
In the UK pilot schemes are in
progress to use gyms to treat obese
patients as a cost effective alternative
to gastric surgery
European Projects like DOREMI may
explore games and sensor technologies
that support independent living
Living Laboratory for Gamification of
Obesity Challenge
Monitoring and Managing health
through sensors, games and social
networks
Empowering Citizens and creating new
business opportunities and models to
build a more sustainable future
The Book
www.gadgetstogodbook.com
The Future of Serious Games and
Immersive Technologies
david@davidwortley.com

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SGSC 2013 Keynote Singapore - The Future of Serious Games and Immersive Technologies

Notas do Editor

  1. Keynote presentation at the Singapore Serious Games and Social Connect Conference 2013
  2. My message for today is that developments in emerging, converging and maturing technologies make serious games, immersive technologies and gamification very relevant to addresssing some of the mos important challenges we face in business, the environment, health and society generally.
  3. The changes during my lifetime have been dramatic. It is only 60 years since most citizens had no access to any kind of communications technology.
  4. In those days, society and daily life was very different
  5. Many of the influences in our lives were shaped by games
  6. Society was very structured and hierarchical and those who had acquired knowledge tended to have most power
  7. It took years of training to become a knowledge professional and these people were the sole providers of our key services
  8. Digital technologies changed everything – the image is of a IBM 5120, forerunner of the IBM PC circa 1980
  9. Early computers used digital storage and applications to mimic books and simple quizzes and computer based training was born
  10. As technology matured, the games industry pushed bac the boundaries of technology to produce more ad more realistic simulations that could be used to train people – the example is a simulation called “Dying Dave”, developed by UK company Trusim
  11. Today’s Digital Natives only know a world where information and knowledge is accessible 24/7 and as a consequence the nature of education has been totally transformed.
  12. Today our world is more like this !!
  13. These changes mean that knowledge is no longer power and individual citizens have a disproportionate influence on the world.
  14. We have personal agents on mobile phones and iPads that greatly empower us and give us more control over our daily lives
  15. New interfaces create opportunities for innovative applications where we can control technology with our minds and our gestures.
  16. What was science fiction soon becomes science fact.
  17. Serious games like Triage Trainer have been researched to demonstrate that well designed games can be more effective that traditional methods
  18. The networked society creates a paradoxical situation where there is a disconnect between action and consequences. It is a very unstable and unsustainable situation, creating many of today’s problems
  19. Here are a couple of examples. In the developed world we expect to receive healthcare as a right without any responsibility for self-inflicetd problems like obesity that arise often from our lifestyles.
  20. If we are to tackle these problems, we need to train, orientate and assess staff in a fats moving environment.
  21. Some games for entertainment can also provide serious benefits.
  22. Many games also encourage behavioural change
  23. Cities like Stockholm encouraged physical exercise by gamifying the stairs to make them an attractive option to the escalator
  24. Games based learning projects are becoming more sophisticated and personalised.
  25. Interface devices like Microsoft Kinect and applications developed for entertainment are proving very effective for serious adaptation in both diagnosis and treatment.
  26. Today, I believe we are on the threshold of some very exciting developments which will embed gamification into our daily lives and transform society
  27. We have no option but to address these challenges because we do not have the resources to manage growing problems that arise from the ageing society and modern lifestyles.
  28. It is devices like the Jawbone UP and similar technologies that have the potential to reconnect society.
  29. Pilot schemes are already in progress where responsibility for management of health is transferred from health professionals to other providers with substantial benefits and cost savings.
  30. New projects are like to use this approach in areas related to the ageing society to help people live not only longer but healthier and more productive lives.
  31. I am using myself as a living laboratory to manage my health and gamify my weight problem. In 10 weeks, I was able to lose 15Kg through this approach.
  32. I was able to do this through the tools now accessible to me that helped me to understand and manage the factors responsible for my weight and health.
  33. There will be many new business models arising from these technologies and traditional providers of healthcare will face new challenges from unexpected sources.
  34. My book illustrates the changes that have taken place in my lifetime and the future implications of these changes
  35. If you would like to know more, contact me at david@davidwortley.com