serious games past present and future
DESCRIPTION
This presentation was delivered at the Serious Games Workshop organised at the European Commission Technology Enhanced Learning conference in Nice in September 2009TRANSCRIPT
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Serious Games Past, Present and Future
David WortleyDirector
Serious Games Institute
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Where are we going ?Who is taking us there ?
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Key Take Away Questions
Are video games technologies changing :-
- user capabilities and preferences
- who we learn from
- the way we teach/train
- what we need to teach
What are the implications for Society, Business and Education ?
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Introduction to the SGI
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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)”
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Type of Serious Games and their Objectives
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Serious Games are NOT New
Games have always had serious uses and benefits
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What Games do for usLearn about ourselvesLearn about othersLearn about the worldEncourage explorationChallenge usEngage our emotionsDevelop our skills
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Today’s Serious GamesExample 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
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Tomorrow’s Serious Games
Intelligent profiling and customisation
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Impact of Games Technologies on Society, Business and
Education
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Digital Natives
Video Games are changing our relationshipwith technology
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Predicting the Future
1949 2009
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Predicting the Future
1949 2009
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Predicting the Future
2000 2009
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Predicting the Future
2000 2009
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The Most Disruptive TechnologyDevelopments in History
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The Agent for Change is Us
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Our Needs and Expectations
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What we demand from technology is
• Choice
• Flexibility
• Control
• Personalisation
• Experience
• Discovery
• Variety
• Engagement
Cost
Hassle
Burocracy
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We are driving technology to provide
More control over our lives, our world andour relationships
and we are preparedto pay for it !!
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A Simple IllustrationIn-flight Entertainment
Yesterday Today Tomorrow ?One size
fits allIntelligent
entertainment
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Important Technology Trends which are having a big impact on Society, Business and Education
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Personalisation
Applications will be personalised to and by the individual
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Interfaces & Accessibility
Applications will be accessible through new ambient devices
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Persistent Memory
User capabilities and experiences will be persistent across applications
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Search & Discover
Applications will be more self-directed and based on discovery rather than knowledge
transfer
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Data Visualisation
Applications will be enhanced by 3D data visualisation
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Challenges & Rewards
Games methodologies bring challenges and rewards to applications
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Creative Publishing
Creative technologies will support knowledge sharing and collaboration
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What is Technology trying to achieve ?
• Treat me as an individual• Easy to get on with• Remember everything about me• Every day brings new discoveries• Help me to understand• Encourage & challenge me• Help me to express myself
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My Computer Loves Me !!
Converging technologies aim to develop individual relationships and build communities
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How will this impact Society, Business and Education?
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Is Technology Changing Learners ?Traditionalist Boomer Gen X Gen Y
Training
Learning style
Communication
Problem-solving
Decision-making
Leadership style
Feedback
Technology use
Job changing
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
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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 ?
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What’s different about Today ?
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Who do we learn from ?Knowledge
ProfessionalsOur peers
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Impact of Technology Teaching Methods
Collaborative LearningTeacher & Learner
Hierarchical Learning Networked Learning
Assimilation of existing knowledge
Discovery of new knowledge
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Facts or Information Handling ?
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What’s different about Today ?
Apart from teachers, students, how we teach and what we teach
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Students becoming Teachers ?
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Key Take Away Questions
Are video games technologies changing :-
- user capabilities and preferences
- who we learn from
- the way we teach/train
- what we need to teach
What are the implications for Society, Business and Education ?
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Most Influential Technologies
Games Virtual Worlds SocialNetworks
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Why are they Influential ?
• Treat me as an individual• Easy to get on with• Remember everything about me• Every day brings new discoveries• Help me to understand• Encourage & challenge me• Help me to express myself
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Serious Games Past, Present and Future
David WortleyDirector
Serious Games Institute