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Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment.

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Presentation on theme: "Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment."— Presentation transcript:

1 Serious Games and Simulations

2 The business of using videogames or videogame technologies for purposes other than entertainment.

3 “Learning to Do” vs. “Learning to Know” Simulations Games Immersive Learning Computer Games Serious Games Educational Simulations

4 a typical “Sim” example

5 Simulations Massive multi-players Massive multi-players Real-world environments Real-world environments Informal learning Informal learning Social networks Social networks Circle of Interactive Media Circle of Interactive Media Sims Second Life

6 Circle of Interactive Media Actions, reflected in the interface Actions, reflected in the interface How the actions impact relevant systems How the actions impact relevant systems How systems produce feedback, outcomes, results How systems produce feedback, outcomes, results communication options action

7 You can’t learn to ride a bike from a book! Simulations Games Immersive Learning Computer Games Serious Games Educational Simulations

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9 Immersive Learning Simulations Branching story Branching story Interactive spreadsheets Interactive spreadsheets Practice-ware Practice-ware Real-time Strategy Real-time Strategy God games God games Side quests? Mini games? Side quests? Mini games?

10 Practice-ware

11 Mastery in the “real world” Simulations Games Immersive Learning Computer Games Serious Games Educational Simulations

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13 Develop real skills through emergent learning Develop real skills through emergent learning Single, multi, or massive multi player Single, multi, or massive multi player Design based as part of larger program Design based as part of larger program Can scale from mini-game to complex Can scale from mini-game to complex

14 Increasing awareness through “edu-tainment” Simulations Games Immersive Learning Computer Games Serious Games Educational Simulations

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16 Human Computer Interaction

17 Serious Games Making learning “fun” Making learning “fun” Diagnostic vs. instructional Diagnostic vs. instructional Repurposed traditional content Repurposed traditional content Scaled small for easy access Scaled small for easy access Designed to be addictive Designed to be addictive

18 Serious Games Influence Influence Explanation Explanation Message / Editorial Message / Editorial Marketing Marketing Commerce (Buy IT!) Commerce (Buy IT!) The use of game technology for deepening brand engagement The use of game technology for deepening brand engagement

19 Games for Entertainment Mediated by technology Simulations Games Immersive Learning Computer Games Serious Games Educational Simulations

20 The World of Computer and Video Games

21 How Video Games differ from Immersive Education Optimized for the engagement of players Optimized for the engagement of players Tend toward high-conflict situations Tend toward high-conflict situations More abstract situations More abstract situations Abstract interfaces Abstract interfaces Pure fantasy and escapism Pure fantasy and escapism

22 Some of our favorite “genres” First person shooters (fps) First person shooters (fps) Real time strategy (rts) Real time strategy (rts) Role playing games (rpg) Role playing games (rpg) Puzzle, arcade, casual gaming Puzzle, arcade, casual gaming Racing games Racing games God games God games Sports Sports

23 Some of our favorite “genres”

24 Tomorrow's Games?


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