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Serious Games and Virtual Worlds
1.
SERIOUS GAMES ANDVIRTUAL
WORLS João Fernandes
2.
video-games miths VIDEO-GAMES
MYTHS VIRTUAL WORLDS AND SERIOUS GAMES
3.
video-games miths CHILDREN
ARE THE PRIMARY MARKET FOR VIDEO GAMES VIRTUAL WORLDS AND SERIOUS GAMES
4.
age distribution ©
JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
5.
age distribution ©
JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS 37 YEARS OLD the age of the average player
6.
ALMOST NO GIRLS
PLAY COMPUTER GAMES
7.
gender distribution ©
JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS
8.
VIDEO GAME PLAY
IS SOCIALLY ISOLATING
9.
video-games social component
Almost 60 percent of frequent gamers play with friends. 33percent play with siblings and 25 percent play with spouses or parents. A growing number of games are designed for multiple players © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
10.
VIDEO GAMES MARKET
AND INDUSTRY
11.
time playing ©
JOÃO FERNANDES – 2011 SERIOUS GAMES AND VIRTUAL WORLDS 18 HOURS Average time spent PER WEEK by gamers playing video-games
12.
best selling ©
JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS The mario franshining is the most sucessful video game series, selling over 225 million games
13.
video-games market Video
games are now a $20 billion industry in the U.S. and the Entertainment Software Association has over 30 member companies, including Microsoft, Nintendo, Sony and Electronic Arts. The entertainment software industry is currently one of the best performing sectors of the American economy © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
14.
video-games conclusion Video
games are not for children. People spend a lot of their time playing. People socialize using games. Video-games are expanding market. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
15.
serious-games in 1970
“We are concerned with serious games in the sense that these game have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement” In Abt, C. (1970). Serious Games. New York: The Viking Press. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
16.
serious-games in 2005
“a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education health, public policy and strategic communication objectives” In Zyda, M. (2005). “From visual simulation to virtual reality to games”. IEEE Computer. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
17.
serious-games concept A
serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion and politics. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
18.
SERIOUS-GAMES HISTORY
19.
ancient games Fortunetelling
with sheep’s bones come from India do Africa around 40.000BC The earlist know dice were from Iran around 3.000BC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
20.
ancient games Game
have always had a serious purpose: Fortune Telling Battle planning Gambling Game mechanisms began to emerge 5000 years ago “Serious” is from the perspective of the society Fortune telling in 3000BC are equivalent to the use of mathematics and science in 2000AC © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
21.
military games Naval
War College opened in 1884 Developed operational war fighting concepts through research and wargaming. Wargaming introduced in 1886 by William McCarty-Little © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
22.
mititary games 6/16/2011
Footer Text 22
23.
first computer wargame
1948 “Air Defense Simulation” Hosted on the Univac Computer North American air defence Naval anti-aircraft guided missiles © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
24.
WHY THEY USE
IT?
25.
SPACE EXPLORATION
26.
ENERGY SECTOR
27.
FLIGHT TRAINING
28.
HEALTH SECTOR
29.
POLITICS
30.
YET THEY ARE
NOT THE SOLUTION FOR EVERYTHING!
31.
VIDEO GAMES FOR
TRAINING
32.
33.
34.
35.
serious-games in the
classroom New technologies (from television to computers) are always suspect when applied to training and education. What seems obvious to a later generation was not obvious or accepted when the technology first became available. What is the cause? Cultural Fixation Emotional Resistance Technical Limitations Lack of vision © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
36.
GAMES IN BUSINESS?
37.
ERRORS DON’T KILL
PEOPLE BUT THEY COST MONEY
38.
ERRORS AFFECT THE COMPANY'S
CREDIBILITY
39.
serious-games in business
A way to simulate different situation in a controlled environment. Completion of the training and evaluation of human resources. Adaptation of contents to employees to maximize the outcome. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
40.
serious-games in business
© JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
41.
serious-games in business
© JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
42.
VIRTUAL WORLDS
43.
context Over the
last decade there have been three primary learning modalities used for employee development: Live instructor led, synchronous settings like a classroom or conference room Electronic, synchronous learning through audio or web conference systems Electronic, asynchronous, self-paced learning also called e-learning. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
44.
Most corporations have
heavily invested in both web conferencing and e-learning systems
45.
virtual worlds advantages
Practice Until Perfect Add Gaming or Problem Solving Blend Learning with Social Contexts Let’s Have Fun The Millennials Want This Technology © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
46.
COSTS
47.
virtual worlds costs
© JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
48.
virtual worlds cost
© JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
49.
virtual worlds cost
© JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
50.
ACTIVE WORLDS -
EDUCATIONAL UNIVERSE
51.
active worlds
Activeworlds offers a comprehensive platform for efficiently delivering real-time interactive 3D content over the web. Activeworlds' 3D content is dynamic, visually compelling and most importantly provides users a richer, more exciting online experience. http://www.activeworlds.com/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
52.
SCILANDS
53.
scilands The
SciLands is a specialised region of Second Life for Science and Technology based organizations There are over 20 science and technology related organizations in the SciLands, including government agencies, universities and museums. http://www.scilands.org/ © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
54.
PROTOSHERE
55.
protoshere ProtoSphereis the market-leading
virtual collaboration environment for the high-performance workplace, and the #1 virtual environment for collaborative Product Lifecycle Management in life sciences. ProtoSphere’s innovative environment has the unique ability to tie together multiple forms of unified communications/collaboration and 3D visualization technologies to foster fast and timely collaborative decision making in the enterprise. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
56.
VIRTUAL OFFICE PROJECT
57.
virtual office -
context Project developed in the context of 3D Simulation and Game Programming course in IST Virtual Office is a prototype virtual world develop for the Portuguese IT companies. The project requirements were done in partnership with several companies. © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
58.
virtual office 1
month of development 2 to 3 persons per group Balance between 3D development and functionalities Integration with external API like: Gmail, Microsoft… © JOÃO FERNANDES - 2011 SERIOUS GAMES AND VIRTUAL WORLDS
59.
STUDENTS PRESENTATION