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This presentation was delivered at the Serious Games Workshop organised at the European Commission Technology Enhanced Learning conference in Nice in September 2009
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Serious Games Past, Present and Future
David WortleyDirector
Serious Games Institute
Where are we going ?Who is taking us there ?
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 ?
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 usLearn about ourselvesLearn about othersLearn about the worldEncourage explorationChallenge usEngage our emotionsDevelop our skills
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
Tomorrow’s Serious Games
Intelligent profiling and customisation
Impact of Games Technologies on Society, Business and
Education
Digital Natives
Video Games are changing our relationshipwith technology
Predicting the Future
1949 2009
Predicting the Future
1949 2009
Predicting the Future
2000 2009
Predicting the Future
2000 2009
The Most Disruptive TechnologyDevelopments in History
The Agent for Change is Us
Our Needs and Expectations
What we demand from technology is
• Choice
• Flexibility
• Control
• Personalisation
• Experience
• Discovery
• Variety
• Engagement
Cost
Hassle
Burocracy
We are driving technology to provide
More control over our lives, our world andour relationships
and we are preparedto pay for it !!
A Simple IllustrationIn-flight Entertainment
Yesterday Today Tomorrow ?One size
fits allIntelligent
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 ?
• 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
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 ?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
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
ProfessionalsOur peers
Impact of Technology Teaching Methods
Collaborative LearningTeacher & 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
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 ?
Most Influential Technologies
Games Virtual Worlds SocialNetworks
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
Serious Games Past, Present and Future
David WortleyDirector
Serious Games Institute