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Getting interactive through games. PhD , Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive 16. November 2009 , DHI [email protected] 40 10 79 69. Our background. Who am I.. Expert game-based learning +10 years experience MA psychology, PhD Games - PowerPoint PPT Presentation
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Getting interactive through games
PhD, Cand. Psych. Simon Egenfeldt-NielsenCEO Serious Games Interactive
16. November 2009, DHI
[email protected] 10 79 69
Who am I..• Expert game-based learning• +10 years experience• MA psychology, PhD Games• Keynotes/talks internationally • Worked 2 years with HR
Our background
Who are we...• Using games for more than entertainment• 18 employees located in Copenhagen• Worked for Danida, Amnesty, Lego, Nykredit & UNICEF •Won several awards for our productions•Our games have been in most major news outlets around the world
1. What is involved (costs, time, income, etc) in developing, marketing and selling 3D gaming software?
2. Is it possible to develop a game or series of modules revolving around water, energy, and food conflicts?
3. Could a project be developed that meets the needs of different audiences and markets?
4. Is Serious Games interested in working together on such a project?
The questions
Our background
HR Learning & information Marketing
• Recruiting• Developing• Training•Retaining
• Learning ressources• Displays & installations• Information services
• Up-selling•Cross-selling• Virtual worlds• Branding
Serious Games Interactive Education
• Global Conflicts• Playing History
Poetry & Plumbing
So far we developed +15 learning games ranging in budgets from 40.000 - 600.000 EUR .
We develop in the technology that is most fitting.
Babus Hold (Oct. 2008) Darwin (Oct. 2008) GC: Latin America (Oct. 2008)
Our work
Our organization
CEO($)
Producer (Time)
Game director (Quality)
Programming (All programming)
Graphics/animation(All graphics)
Content (Story, script, dialogue)
Board
Commercial director (Sales . & Marketing)
Our team
CEOCommercial directorKey Account managerProducerGame Director
WriterGame designerLead ProgrammerProgrammerWeb & database programerLead 3D animator3D artist environment & props3D character artistInternal testers
References
Why consider games…?
Games are becoming mainstream – avg. gamer is 33 years old in US and UK.
Today games have become an universal language for playing, learning & communicating.
Today games are out-growing other popular media in importance.
Games are already forecasting the future of learning…
Read… Listen…
View…
New ways to engage…
Active choicesInteractive storiesHigh replayabilityMulti-user
Passive receptionLinear storiesLow repeatability Single-player
Experiencing!!!
Why consider games…?
Computer gamers are everybody…
Source: Entertainment Software Association (2006)
New ways to engage…
Why consider games…?
Why consider games…?
Perspectives: Train people to view problems from different perspectives.
Retention: Do not learn more but remember what they learn.
Get closer: Learning is not chopped into abstract bits and pieces.
Active use of knowledge: You have to apply your knowledge.
Consequences: The game re-acts to your choices and decisions.
Why consider games…?
”Educational games are [can be] fundamentally different than the prevalent instructional paradigm. They are based on challenge, reward, learning through doing and guided discovery, in contrast to ”tell and test” methods of traditional instruction.”
- Report of the Federation of American Scientists, ”Educational Games 2006”
Interesting examples…Water, Energy, food and conflicts
What is game-based learning?
Games are the future language for training & Education…
Provide immersive, realistic & meaningful environments…
…..in which learners actually apply information to develop knowledge, attitudes and skills.
Problem-centered learning……When solving problems = satisfaction
Games are problem spaces……Where your choices have consequences
GBL problems are authentic & relevant……integrating game & learning experience
What is game-based learning?
Our work: Interactive World Map (2009)Platform: Single player, web-enabled, touch-screen
Technology: 3D Unity game engine
Playtime: N/ATimeline: 3 monthsBudget: 25.000 EUR
Application: Touch-screen interactive world map that can display existing content.
Target group: Visitors to Amnesty interactive education (teachers & students)
• Zoom function• Categorization through icons & themes)•Choose platform (text, movies, images, games)• Web version with ”mouse-functionality”• Administration module
Only available on location
Our work: Phoenix (2009)Platform: Single player, web-based
Technology: Flash game engine
Playtime: 60 minutesTimeline: 4 months (+4 months)Budget: 38.000 EUR
Game: A side-scrolling platform game about a boy working at a factory in a new too distant future destroying cultural artifacts. Suddenly he finds himself unable to continue to destroy – instead he sets out to save the cultural artifacts, and bring an end to the conform world he lives in.
Target group: 6-10 years old private users
Advantages• Easy & simple graphics• Easy to access & navigate• Classic & well-known gameplay that works
Disadvantages• Less integration between playing & learning• Immersion & realism suffers• Often more appropriate for younger age groups
Try out game…
Our work (onboarding)
“Spillet gav god faglig indsigt i Nykredit og kerneværdier”
“God og sjov måde at lære noget om Nykredit”
- Intern brugertest Nykredit
Platform: Multiplayer, web-basedTimeline: 2 months (+4 months)Technology: Web 2.0 & flash/html
Playtime: 45-60 minutes
Budget: 60.000 EUR
Game: Aim to reach employees before job start when they are highly motivated. Presents company as innovative & interesting while delivering facts & information in a compelling context.
Target group: New (potential & existing employees)
www.detblaaforum.dk ( find forum post where you input password (tænknyt) to get started[video]
Our work: Mayas Eventyr (2007)Platform: Single player, web-based
Technology: Isometric Flash game engine
Playtime 60 minutesTimeline: 4 months (+6 months)Budget: 85.000 EUR
Game: Is about the Maya Indians in Guatemala and the challenges they have especially around language barriers.
Target group: 5-8 years old private users
Advantages• Easy & simple graphics• Easy to access & navigate• Lower budgets for more interaction• More chance for innovative gameplay
Disadvantages• Often not perceived as a real game• Immersion & realism suffers• Often more appropriate for younger age groups Try out game…
Our work: Darwin (2008)Platform: Single player, web-based
Technology: 3D Unity game engine
Playtime: 90 minutesTimeline: 8 months (+4 months)Budget: 100.000 EUR
Game: Is aimed at learning children about Darwin and evolution theory as an example of what natural science is.
Target group: 11-13 years old private users
Advantages• Easy & simple graphics• Easy to access & navigate• Lower budgets for more interaction• More chance for innovative gameplay
Disadvantages• Often not perceived as a real game• Immersion & realism suffers• Often more appropriate for younger age groups Try out game…
Our work: Global Conflicts: Sweat Shops (2009)Platform: Mac/PC, single player, browser, Download
Technology: 3D Unity game engine
Playtime: 45 minutesTimeline: 4 monthsBudget: 90.000 EUR
Game: The issues related to child labour in Bangladesh with a strong integration between learning & playing. You play an internal audit reporter that by talking to people and locating the right sources must get to the bottom of things. Do your supplier use child labour.
Target group: Older students
Advantages• Strong, visual, immersive universe• Feels & plays very close to a real game• Unique gameplay
Disadvantages• More expensive with 3D• Longer development time• Harder to test & change gameplay Try out game…
Our design philosophy
•Authentic & transferable learning
•Explore & solve meaningful problems
•Strong progressing storyline
•Innovative & tailor-made gameplay
•Integrated game & learning experience
•Games part of larger learning context
Our work process
Plan Implement Concept Prototype Production Testing
1 month 2 months 2 months1 month 1 month 0,5 month
• Important with fast feedback• Depend on iterations of concept & prototype• Below timeline influenced by budget & scope
Design limitations..
Genres Action, simulation, strategy, adventure, RPG.
TechnologyUnity 3D, Flash, web 2.0, html.
Platforms Consoles, Pc, web, mobiles
Different complexity level Single player >> Multiplayer 2D graphics >> 3D graphics Small universe >> Large universe Linear >> Branching Low fidelity >> High fidelity Low interactivity >> High Interactivity 15 minutes >> 50 hours playtime
Marketing is triggy..
Not very well established channels.
SGI have a good foot hold with Global Conflicts-series.
Educational market is word-of-mouth more than anything.
However, there do exist a number of relevant conferences.
Contact info
Company detailsSerious Games InteractiveGriffenfeldsgade 7A, 4. floor2200 Copenhagen SDenmarkwww.seriousgames.dk
My details: Simon [email protected] | +45 40 10 79 69