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The Immersive Technologies of Serious Games and Virtual Worlds David Wortley FRSA

Introduction to the Serious Games Institute

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This was a BAFTA boardroom briefing as part of the Learning and development Conference

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Page 1: Introduction to the Serious Games Institute

The Immersive Technologies of Serious Games and Virtual Worlds

David Wortley FRSA

Page 2: Introduction to the Serious Games Institute

Serious Games Institute (SGI)

“An international centre of excellence for the application of immersive technologies to serious social and economic

issues”

Page 3: Introduction to the Serious Games Institute

Immersive Technologies

Games Virtual Worlds Social Networks

Immersive Technologies engage our hearts, minds and wallets

Page 4: Introduction to the Serious Games Institute

SGI Areas of Interest

Education Health Environment Smart Buildings

Relationships Interface Technology Innovation & Enterprise

Page 5: Introduction to the Serious Games Institute

Games

Page 6: Introduction to the Serious Games Institute

Serious Games

Page 7: Introduction to the Serious Games Institute

Virtual Worlds

24hr Global Virtual Conference in 3 time zones

Page 8: Introduction to the Serious Games Institute

Social Networks

Page 9: Introduction to the Serious Games Institute

Serious Social Networks

Artificial Intelligence, Geo-location, profiling

Page 10: Introduction to the Serious Games Institute

New Devices

Motion / Voice Controllers

Page 11: Introduction to the Serious Games Institute

New Ways of Learning

Page 12: Introduction to the Serious Games Institute

Watch, Copy, Feedback, Learn

Immersive Technologies changing the face of Learning

Page 13: Introduction to the Serious Games Institute

Digital Natives

Digital Media is changing our capabilities and attitudes

Page 14: Introduction to the Serious Games Institute

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 ?

Page 15: Introduction to the Serious Games Institute

Student vs Teacher Student Generation Y Portfolio Career Digital Native Technophile (“Tech Savvy”)

“Multi-tasker”/task switcher “Connected” Mobile Short attention span Learner as “Producer” Collaborative Learning Distributed/Distance/ Mobile

Learning

Hanlan & Swift, 2007

TeacherBaby Boomer

Company Man/Woman

Digital ImmigrantTechnophobe?Serial-tasker?

Stand alone technologyStatic (“Cinemascope”)Long attention span?

Learner as “Consumer”Individual Learning

Centralized Learning

Page 16: Introduction to the Serious Games Institute
Page 17: Introduction to the Serious Games Institute