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Serious Games Past, Present and Future David Wortley Director Serious Games Institute

Serious Games Past Present And Future

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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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Page 1: Serious Games Past Present And Future

Serious Games Past, Present and Future

David WortleyDirector

Serious Games Institute

Page 2: Serious Games Past Present And Future

Where are we going ?Who is taking us there ?

Page 3: Serious Games Past Present And Future

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 ?

Page 4: Serious Games Past Present And Future

Introduction to the SGI

Page 5: Serious Games Past Present And Future

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)”

Page 6: Serious Games Past Present And Future

Type of Serious Games and their Objectives

Page 7: Serious Games Past Present And Future

Serious Games are NOT New

Games have always had serious uses and benefits

Page 8: Serious Games Past Present And Future

What Games do for usLearn about ourselvesLearn about othersLearn about the worldEncourage explorationChallenge usEngage our emotionsDevelop our skills

Page 9: Serious Games Past Present And Future

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

Page 10: Serious Games Past Present And Future

Tomorrow’s Serious Games

Intelligent profiling and customisation

Page 11: Serious Games Past Present And Future

Impact of Games Technologies on Society, Business and

Education

Page 12: Serious Games Past Present And Future

Digital Natives

Video Games are changing our relationshipwith technology

Page 13: Serious Games Past Present And Future

Predicting the Future

1949 2009

Page 14: Serious Games Past Present And Future

Predicting the Future

1949 2009

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Predicting the Future

2000 2009

Page 16: Serious Games Past Present And Future

Predicting the Future

2000 2009

Page 17: Serious Games Past Present And Future

The Most Disruptive TechnologyDevelopments in History

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Page 19: Serious Games Past Present And Future

The Agent for Change is Us

Page 20: Serious Games Past Present And Future

Our Needs and Expectations

Page 21: Serious Games Past Present And Future

What we demand from technology is

• Choice

• Flexibility

• Control

• Personalisation

• Experience

• Discovery

• Variety

• Engagement

Cost

Hassle

Burocracy

Page 22: Serious Games Past Present And Future

We are driving technology to provide

More control over our lives, our world andour relationships

and we are preparedto pay for it !!

Page 23: Serious Games Past Present And Future

A Simple IllustrationIn-flight Entertainment

Yesterday Today Tomorrow ?One size

fits allIntelligent

entertainment

Page 24: Serious Games Past Present And Future

Important Technology Trends which are having a big impact on Society, Business and Education

Page 25: Serious Games Past Present And Future

Personalisation

Applications will be personalised to and by the individual

Page 26: Serious Games Past Present And Future

Interfaces & Accessibility

Applications will be accessible through new ambient devices

Page 27: Serious Games Past Present And Future

Persistent Memory

User capabilities and experiences will be persistent across applications

Page 28: Serious Games Past Present And Future

Search & Discover

Applications will be more self-directed and based on discovery rather than knowledge

transfer

Page 29: Serious Games Past Present And Future

Data Visualisation

Applications will be enhanced by 3D data visualisation

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Challenges & Rewards

Games methodologies bring challenges and rewards to applications

Page 31: Serious Games Past Present And Future

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?

Page 35: Serious Games Past Present And Future

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

Page 36: Serious Games Past Present And Future

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

Page 39: Serious Games Past Present And Future

Impact of Technology Teaching Methods

Collaborative LearningTeacher & Learner

Hierarchical Learning Networked Learning

Assimilation of existing knowledge

Discovery of new knowledge

Page 40: Serious Games Past Present And Future

Facts or Information Handling ?

Page 41: Serious Games Past Present And Future

What’s different about Today ?

Apart from teachers, students, how we teach and what we teach

Page 42: Serious Games Past Present And Future

Students becoming Teachers ?

Page 43: Serious Games Past Present And Future

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 ?

Page 44: Serious Games Past Present And Future

Most Influential Technologies

Games Virtual Worlds SocialNetworks

Page 45: Serious Games Past Present And Future

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

Page 46: Serious Games Past Present And Future

Serious Games Past, Present and Future

David WortleyDirector

Serious Games Institute