1. New Media Manitoba and Mindset Global Trends in Serious Games David Wortley FRSA
2. Topics Introduction to Serious Games and Immersive Technologies Serious Games and Business Where are we Going with Technology ? Global Trends and Opportunities Summary and Conclusion
24. Games around the World Many different approaches but massive interest
25. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies are commercially very significant because they engage our discretionary time, attention and money
29. The Attention Economy Capturing and retaining attention and loyalty are critical in today’s digital media society
30. The Secrets of Success Attractiveness Accessibility Affordability Does it interest/excite me ? Is it easy to access ? Can I afford the time, attention and money ?
31. What are the Key Features ? Personalisation / relevance Interface and Ubiquity Cost in time and money Ability to control / shape Richness of experience Challenge / motivation Intrinsic and extrinsic rewards
32. Ticking all the Boxes Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
33. Driving Innovation 3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
44. Where are we Going ? Is technology replacing human beings in the knowledge economy ?
45. Who are you going to go to ? Is technology replacing human beings in the knowledge economy ?
46. Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexibility Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
47. Humanising Technology Human Needs Machine Features To love and be loved vs devoid of emotion Treated as individual vs one size fits all Easy to get on with vs unnatural interfaces Be remembered vs blank pages To discover new things vs repeat existing things To be understood vs Memorisation of facts To be Connected vs Self sufficiency Motivated and challenged vs Repetition To create new things vs standard responses
48. Immersive Applications are Humanising Technology Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
49. Embedding Relationships We are driving technological innovation to develop new, personalised relationships with machines
61. Trends and Changes Immersive technologies are becoming easier to access through new interface devices and artificial intelligence is forming stronger bonds between individuals, technology and applications. Improvements in bandwidth and graphics processing on all devices is bringing better fidelity to virtual worlds and richer user experience of all forms of media. Interaction, engagement and contribution to media experiences continue to be more in demand and will shape entertainment and education of the future.
63. Some Additional Trends / Possibilities Telepresence & travel costs Gamification, ubiquity and internet of things Bionics and physical/virtual integration Personalisation and security/ethics Silos and Ghettos – scalability Avatars and realistic 3D environments Collective emotional experiences Geotagging and location services Energy consumption and resources Virtual commerce
65. Main Points Immersive technologies are unique in history because of the prosumer effect It is human need driven – not technology or content Key technologies – sensors, interfaces, 3D, graphics, bandwidth, cloud computing, AI Physical and virtual world integration is a goal SME’s driving innovation more than researchers Emerging opportunities and threats