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Serious Games for Guidance

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Title: Serious Games for Guidance


1
Serious Games for Guidance
  • Dr Andreas Oikonomou
  • Ms Siobhan Neary-Booth

2
Topics
  • The Games industry
  • Size
  • Trends
  • Serious Games
  • Simulation
  • Education
  • Marketing
  • Current Game technologies
  • Future Game trends technologies
  • Conclusions Summary

3
The Games industry today
  • "You'd never know that the U.S. economy was under
    distress by looking at the video games industry
    sales figures" NPD analyst Anita Frazier, April
    2008.

Source NPD Group ESA MPAA BoxOfficeMojo.com
RIAA IFPI
4
Game industry trends
Source PricewaterhouseCoopers
5
Serious Games Simulation
  • A simulation game is a game that contains a
    mixture of skills, chance, and strategy to
    simulate an aspect of reality, such as a stock
    exchange, a battlefield or a race
  • Simulation games have been predominantly used for
    training and educational purposes
  • The first ever client for a simulation game was
    the government of the United States (1965)
  • Simulation games have been used extensively as an
    effective way to generate new and more complex
    behaviour among players (e.g. to engender courage
    among participants exposed to fearful conditions)
  • When deftly used, simulation gaming can produce
    results which eclipse many other forms of
    training
  • An example of a modern, multiplayer, simulation
    game by Microsoft

6
Serious Games Education
  • An educational computer game has intended
    educational outcomes targeted at specific groups
    of learners
  • Video games can aid the development of
    proficiency by allowing users to interact with
    objects and manipulate variables
  • Simple types of games can be designed to address
    specific learning outcomes such as recall of
    factual content
  • Examples of educational games include the Nobel
    Prize Foundation website which uses on-line games
    to aid children in understanding the discoveries
    made by its laureates by embedding the scientific
    knowledge as part of the game environment
  • An example of how an educational game is made

7
Serious Games Marketing
  • Viral Marketing
  • Gives away valuable products or services
  • Provides for effortless transfer to others
  • Scales easily from small to very large
  • Exploits common motivations and behaviors
  • Utilises existing communication networks
  • Takes advantage of others' resources
  • Viral Marketing with games
  • Game available on a website
  • Players are allowed to send links to it
  • Can be played by a small or large number of
    people simultaneously
  • Exploits the needs to compete and have fun
  • Utilises the Internet
  • Promotion is done by the player rather than the
    marketer
  • An example of a viral marketing game

8
Current Game Technologies
  • Home Entertainment
  • Sony PS3
  • 11.79M units worldwide
  • Hands on example
  • Microsoft XBOX 360
  • 18.24M units worldwide
  • Hands on example
  • Nintendo Wii
  • 23.89M units worldwide
  • Hands on example
  • PC
  • 822.15M (2005)
  • Hands on example
  • Mobile

9
Games in the next 10 years
  • Will be social
  • Clans will compete in ladders and leagues
  • Professional gamers will one day entertain
    millions of fans
  • Will arouse all 5 senses
  • Hardware devices will reach beyond the simple
    view screen and speakers to stimulate the other
    senses as well
  • Eventually, there will be some type of hardware
    display revolution that visually immerses the
    gamer
  • Such a device, once developed, standardised, and
    mass produced, will provide the level of realism
    needed to attract large numbers of consumers to
    the electronic gaming playground
  • Will be affordable
  • One of the factors that allowed PC sales to
    explode in the 80s was the low cost
  • Consoles are affordable today and will be even
    more so in the future as technology evolves
  • Advertising slogans will be Keep your little
    ones off dangerous streets and out of a filthy
    environment. Try our safe and clean 3D gaming
    environment or
  • Teach your children family values in a our
    Father/Son Classic Capture the Flag Tournament.

10
Games in the next 10 years
  • Will be customizable
  • User maps, skins and 3D models trading will grow
    on the Internet
  • 3D holography files will be a lot bigger and more
    detailed than the current 3D variety
  • Broadband speed will increase between 2-20 times
    with the use of ADSL2 Fiber Optics
  • Will be educational
  • Knowledge in future generations will be instilled
    through games and gaming platforms
  • Every child will demand/have access to them
  • Educational support will be integrated
  • The didactic power of games will begin to be
    fully realised
  • The necessity for government regulation will
    increase

11
Conclusions Summary
  • The Games industry
  • As big as the music and film industries
  • Further growth is expected
  • Serious Games
  • Simulation
  • Education
  • Marketing
  • Current Game Technologies
  • Home entertainment
  • Mobile entertainment
  • Games in the next 10 years
  • The 5 predictions

12
The UK games industry
  • In 2004 the UK computer and video games industry
    recorded sales in excess of 2 billion for the
    3rd year running (Source Chart-Track)
  • The UK games industry is one of the fastest
    growers in the entertainment sector (Source
    Chart-Track)
  • In contrast the UK film and TV industries
    recorded negative balances of 282m and 553m
    respectively (Source Screen Digest)
  • The UK continues to be the largest market in
    Europe and is the third largest individual market
    in the world, after the US and Japan
  • In 2004 there were 20.8 million consoles and
    games handhelds in UK homes
  • Between 1994 and 2004, more than 335 million
    units of leisure software were sold in the UK,
    which equates to over five titles per head of
    population (Source Office of National
    Statistics/Screen Digest/Chart-Track)

13
Games as an educational tool
  • There is no reason that a generation that can
    memorize over 100 Pokémon characters with all
    their characteristics, history and evolution
    can't learn the names, populations, capitals and
    relationships of all the 101 nations in the
    world.
  • Marc Prensky 2001. Digital natives, digital
    immigrants.
  • Characteristics of Game Based Learning (GBL)
  • GBL uses competitive exercises, either pitting
    the players against each other or getting them to
    challenge themselves in order to motivate them to
    learn better
  • Games often have a fantasy element that engages
    players in a learning activity through a
    storyline
  • In order to create a truly educational game, the
    designer/s needs to make sure that learning the
    material is essential to scoring and winning
  • Attributes of GBL
  • More fun
  • Motivates players to learn
  • Immerses them in the material so they learn more
    effectively
  • Encourages them to learn from their mistakes

They are actually 194
14
Good Game design principles
  • Continuous Challenge
  • Clear, short-term goals appropriate to the level
    of the player and the context of the game
  • Each challenge should satisfy at least part of a
    learning objective
  • Interesting Storyline
  • Encourage players to use games to escape into the
    information or studies intended
  • Flexibility
  • Allow many different ways to accomplish each goal
  • Let each player (or team) work out their own
    strategy to the endpoint
  • Immediate and Useful Rewards
  • Reward successful players with new capabilities,
    a new part of the game to explore or even a new
    task rather than just points
  • Such rewards are surprisingly motivating, as the
    point of the game is not just to win it, but to
    keep playing
  • Combining Fun and Realism
  • A simulation without goals and challenges is not
    a game
  • Excessive realism can also be boring
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