future of serious games and immersive technologies
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Fun ‘n Serious Games 2011
The Future of Serious Games and Immersive Technologies
David Wortley FRSA
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Topics
Definition and role of Serious Games and Immersive Technologies
Example Features and Applications Disruptive Technologies Future Challenges and Trends Technology and Society
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Definition and Role of Serious Games and Immersive Technologies
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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 outcomes
This 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.
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Most Popular Games are Serious
Games generate passion, excitement, commitment, loyalty, belonging, awareness,
support and action
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Games are Immersive Experiences
They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal
Development and Commercial Exploitation
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Serious Games are NOT New
Games have always been an essential and ubiquitous part of life
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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
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The Secret of SuccessAttractivenessAccessibilityAffordability
Does it interest/excite me ?Is it easy to access ?Can I afford the time, attention and money ?
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Attractive, Accessible, Affordable
Immersive technologies focusing on attractiveness (engagement), accessibility (no barriers) and
affordability (cost and time)
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Some Statistics Games industry is bigger than movie and music industry 180 million active gamers in the USA playing on average
13 hours per week China 200m, India 105m, Europe 100m, Russia 10m One million people played Red Redemption’s Climate
Change Game 100k people played Floodsim in first 6 weeks World Crisis games are very popular e.g. World without
Oil, Evoke, Lost Joules, Innocentive (crowd sourcing)
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Immersive Technologies
Games Virtual Worlds Social Networks
Immersive Technologies provide an attractive, accessible and affordable space in which to devote
our discretionary time, attention and money
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The Importance of Immersive Technologies
Immersive Technologies are hugely important because of three main factors – commercial potential, societal disruption and
technological innovation
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Example Features and Applications
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Ticking all the Boxes
Immersive Technologies have not only created huge market potential but have driven innovations across all
sectors
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Driving Innovation
3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence,
pattern recognition are all driven by Immersive Technology features
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Learning through Games
Watch, copy, get feedback, iterate and share
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Incubating Creativity
Bringing Science and Art together
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Solving Complex Problems
Collaboration under Pressure
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Harnessing Local Talent
Empowering citizens and employees
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Building Knowledge Networks
Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!
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Building Relationships
Using Artificial Intelligence, Geo-location, and Profiling to build new partnerships and knowledge networks
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Building Community
Intel’s Planet Blue is an internal social network
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Connecting the Physical & Virtual
Building new ways to learn and collaborate
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Preparing for the unexpected
Simulating emergency or combat scenarios
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Hosting Virtual and Hybrid Events
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What are the Key Features ?
Personalisation / relevance Interface and UbiquityCost in time and moneyAbility to control / shapeRichness of experienceChallenge / motivation Intrinsic and extrinsic rewards
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Disruptive Technologies
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Why are Immersive Technologies Disruptive ?
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A Fantastic Time in History
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Disruptive Communications Technologies
The internet is different in its scope and impact on businessand society to any previous disruptive technology
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The 21st century is an unprecedented period in human history full of new challenges and
opportunities created by low cost on demand and ubiquitous access to both global
knowledge and powerful publishing tools.
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The Prosumer
The prosumer effect is unique in our history
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The Prosumer Phenomenon
Digital Media Technologies empower individuals in ways previously unknown in
mankind’s history
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The Attention Economy
Capturing and retaining attention and loyalty are critical in today’s digital media society
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Future Challenges and Trends
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We are in largely uncharted waters and technologies which engage, influence,
educate and above all create and sustain relationships will be critical.
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The Skills Challenge
Successful Immersive technologies need multiple disciplines
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Common Language ?
Experts speak in different languages
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Expectations
End users expect console quality action and gameplay
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Expectations
Clients expect value for money and modest costs
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Likely Solution
Software which has embedded expertise and resources and partners to provide pedagogical and storytelling
skills
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Likely Solution
Software which has embedded expertise and resources and partners to provide pedagogical and storytelling
skills
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Immersive Technologies and EducationDriven by developments in immersive technologies, education is undergoing a revolution :-
We are entering the era of the portable lifelong personal coach / mentor facilitated by a transformed relationship between humans and technology
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What will this mean in practice ?
Personalised learning Intelligent persistent lifelong profiling Collaborative peer to peer learning Learning by discovery Virtual worlds linked to real world data Tutor/Mentor/Coach tools for content Learning communities Serious Games linked to societal issues
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Sophisticated Personalisation
Visualisation and Fidelity
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Simulations linked to real data
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Simulations linked to real data
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Build your own Training Scenarios
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New Interface Devices
Brain wave controllers
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New Interface Devices
Motion / Voice Controllers
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New Interface Devices
Sensor interfaces modelled on real life elementswww.birthplay.com
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New Applications – Interactive Movies
Using Sensor interfaces to control learning activities
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New Applications - Gamification
Gamification is being applied into many different areas such as brand development and Recruitment
and assessment
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Technology and Society
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Technology and Society
Is technology replacing human beings in the knowledge economy ?
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Technology and Society
Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
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Technology and Society
The internet and digital media delivers current information and knowledge faster, more efficiently, and
on demandbut what is missing ?
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Technology and Society
Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and
personal experiences – differentiating us from machines
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Machines and Humans
Power, speed, efficiency, accuracy, stamina,
capacity, availability, inflexibility
Judgement, sensitivity, care, humanity, fallibility,
creativity, versatility
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Humanising Technology
To love and be loved vs devoid of emotion Treated as individual vs one size fits all Easy to get on with vs unnatural interfaces Be remembered vs blank pages To discover new things vs repeat existing things To be understood vs Memorisation of facts To be Connected vs Self sufficiency Motivated and challenged vs Repetition To create new things vs standard responses
Human Needs Machine Features
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Are Immersive Applications Humanising Technology ?
Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
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Humanising Technology
We are developing immersive technologies that recognise our voice, our actions and our preferences
to deliver personalised experiences
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Relationship with Technology
For thousands of years mankind used its intelligence and skill to harness the potential of machines
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Relationship with Technology
Many of us were born into a world in which machines and technology had no intelligence
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Relationship with Technology
Today intelligence is embedded into our almost everything - sensing us, learning from us, gaining power
to shape our lives
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Gadgets to God Book
Charting our changing relationship with technology from human intelligence and skill controlling machines to machine intelligence and skill controlling humans
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Questions
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Fun ‘n Serious Games 2011
The Future of Serious Games and Immersive Technologies
David Wortley FRSA