Serious Games på den internationale scene og Danmarks potentiale PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen.

Slides:



Advertisements
Similar presentations
Single-Player Multi-Player Click your left mouse button to progress through the demo.
Advertisements

IAB Europe and Mobile The voice of European digital business « Were on a mission to grow Europes DIGITAL market »
Video Games Today & Tomorrow Steven Rechtschaffner.
A Network View of Netflix How Partners, Competition, and Opportunities Dictate Strategy.
Games for Health 2012, Amsterdam, 5-6 th November Damian Brown and Simon Egenfeldt-Nielsen (PhD, Psychologist) CEO, founder Serious Games Interactive Lessons.
HQ: Copenhagen, Denmark The beginning: 2006 – research project – Palestine 20 employees Produced 20+ serious games Partners we have worked with: Businesses,
Contents Five Below Toy & Hobby sector of Retail Industry Five Below business model Five Below in the Toy & Hobby Sector Role of an IT Intern Internship.
Game-based learning in schools - A teacher survey PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games.
The potential of tablets to game-based learning. Cork, Ireland 4 th October ‘12 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive.
Immersive Solutions Vin Sumner – CEO. Agenda Virtual Reality ( Immersive 3D ) Immersive Platforms (Games) Immersive Applications Demo of Oculus Rift DK2.
Beyond edutainment The educational potential of computer games 2nd European Conference on Games-Based Learning October ‘08 Simon Egenfeldt-Nielsen,
Eirplay (c) 2009 Web 2.0 and Games The contents of this plan are confidential and are not to be reproduced with express written consent.
Bringing “2.0” to the Digital Music / Advertising Relationships Claire Levy Former Head of Business Development, Last.fm May 24 th 2008.
Fortescue V-team Presentation Lars Blackmore and Dian Chen.
The Interweb, Google and that Facebook thing Making sense of it all.
Selected productions Serious Games Interactive © Introduction Games-4-Change Festival, New York, 22th June ‘11 Simon Egenfeldt-Nielsen, PhD CEO,
Serious Games Interactive | |
Martin Cooper Invention in 70’s Inspired by Star Trek’s Communicator Debut by Motorola in 80’s weighing 2 pounds & costing in excess of $4k 92’ – 1 st.
Selected productions Serious Games Interactive © Getting Serious With Games Mærsk, 19th November ‘10 Simon Egenfeldt-Nielsen, PhD CEO, founder.
Game-based learning: Who, why and how…? PhD, Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive 13. Januar 2012 Microsoft – Playful Learning.
Gaming & Documentaries True love or forced marriage? PhD Simon Egenfeldt-Nielsen CEO Serious Games Interactive 27. September 2008, Malmö “…develop games.
INSPIRING DIGITAL COMMUNICATION TIPS & TRICKS FOR ENTREPRENEURS By Sarah Lamb #TAGITComms.
Selected productions Serious Games Interactive © Serious Games: Press start to play Kom-dag ‘11, 9 st November 2011 Simon Egenfeldt-Nielsen,
NEXT#1 The Three-Screen Challenge Digital Distribution: The Key to a Multi-Platform Strategy Thursday 20th September 2007 Contact IDATE Florence LE BORGNE.
Digital Media Funding Innovation Centred Funding for the Digital Media Age… Cannes, 21 May 2008 David Furmage Digital Media Policy Lead & Screen, Image.
Copyright 2009 Mobitween. All rights reserved. Mobile Developer Program Philippe Chassany Head of Flash January 30 th, 2008.
Serious Gaming - learning through games and play PhD, Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive 2. December 2011 General Intro.
Selected productions Serious Games Interactive © Getting Serious With Games South Africa, 16th November ‘10 Simon Egenfeldt-Nielsen, PhD CEO,
Experience… Internet Lotteries PGRI Sept 2014 A Proud Member and Sponsor of:
TECHNOLOGY + ADVERTISING Modern Ad Campaigns. Technology Behind Digital Marketing New Technology Emerges Technology Gains Popularity; Appears in Marketing.
What is a good learning game Focus, integration & motivation. Join Games, Trondheim, Norway, 24th October ‘08 Simon Egenfeldt-Nielsen, PhD Assistant Professor.
Coldwell Banker. “A Brand New Suite of Digital Products” Introducing a new website, mobile site & apps Real Estate.
Social Media Facilitated by: Caroline Egan Carmichael Centre for Voluntary Groups.
How to use educational computer games Meaningful Play, Leuven, Belgium, 12th December ‘08 Simon Egenfeldt-Nielsen, PhD Assistant Professor IT-University.
London April 2005 The Rich Media Platform Eyeblaster.
Using Adobe Flash in the Classroom By Mike Moore.
© 2012 The McGraw-Hill Companies, Inc. All rights reserved. Chapter 9 Video Games.
Manufacturers Retailers Advertisers Consumers United Market (UM) TV Mobile Video Game Consoles Print (Object Hyperlinking) Internet Telematics Digital.
Digital Interactive Symposium: Edinburgh Business Models in Virtual Worlds 27 August 2010 Andy Moseby, Corporate Partner.
Serious Gaming - learning through games and play PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games.
QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive.
IT-University Copenhagen | Rued Langgaardsvej 7 | DK-2300 Copenhagen |
Team D March 2013 Market overview & analysis. E-commerce is the biggest market with its players’ revenues driven mainly by customers’ spending Communication.
Challenges in Serious Computer Games adaptation in Learning.
The Wireless World Research Forum Branding of WWRF Fiona Williams, WWRF Treasurer.
The Future of Advertising Advertising Trends and Outlook Conference April 8, 2008.
Games beyond entertainment Why we need to bother… Games Summit, Bruxelles, 7th November ‘08 Simon Egenfeldt-Nielsen, PhD Assistant Professor IT-University.
MobileMonday Tokyo Peter Vesterbacka MobileMonday Advisory Board September 13, 2004.
Global Conflicts Latin America PhD Simon Egenfeldt-Nielsen CEO Serious Games Interactive Oslo, 21. April 2008 ”The forgotten continent requires a tough.
What’s a mobile app? A mobile app is a software program you can download and access directly using your phone or another mobile device, like a tablet.
DACH Observations, Trends and Challenges Karsten Bräuker Managing Partner Let’s Work AG, München 12/11/ Job Board Summit Europe 1.
IT-University Copenhagen | Rued Langgardsvej 7 | DK-2300 Kbh. S Case study of Global Conflicts: Middle East Assistant Professor Simon Egenfeldt-Nielsen.
CASE STUDY Kylan Johnson 06/11/2015. CLICK Analysis  Linkedin drew an advantage by being the first platform to offer a place to network on a professional.
What is Lenovo Goal Mission & Vision Business Groups SWOT Analysis
Global Conflicts: An example Ass. Professor Simon Egenfeldt-Nielsen Københavns Kommune Seriousgames.dk 20th June 2005, Copenhagen “…develop games which.
E-Commerce & M-Commerce. Introduction Electronic commerce, commonly known as e- commerce, It is a type of industry where buying and selling of product.
Serious Gaming - learning through games and play PhD, Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive 2. December 2011 General Intro.
Serious Games Interactive | |
Home & Garden International Summit June 2012 Global Challenges.
Digital Futures ICT Conference for Schools Southampton, March Heidi Hasbrouck.
Lead Gen and Mobile: Adapting to the Changing Needs of Marketers and Audience Rob Keenan VP of Online Media.
Selected productions Serious Games Interactive © Global Conflicts – A Case study on games for societal issues Poverty is not a game, 20th October.
Dickerson & Nieman OUR PLAN TO LIST AND SELL YOUR HOME
Felehoo Offers Interactive Screens at The Best Price
Dickerson & Nieman OUR PLAN TO LIST AND SELL YOUR HOME
Targeted Video Advertising
Empowering worker capabilities through vision
Digital vs Analogue.
Empowering worker capabilities through vision
Presentation transcript:

Serious Games på den internationale scene og Danmarks potentiale PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games Interactive 27. May 2010 Innogate

Denmark: Losing or winning… A bit similar state to the games industry Interesting research, good brand name & some known companies However, we have not really moved forward the last years Lacking a real locomotive to push forward Recent funding initiatives on Serious Games: South-Korea Singapore United Kingdom France United States Research initiatives (few selected) Noe SGI PlayMancer SIREN Enercities CrisWare Global Serious Games…..

Little big Denmark… Geographic: Home market vs. int. market Sector: Health, military, education, advertising, museums, visualisation, architecture, ngos. Target groups: Adults, children, teens, elders, girls, handicaps. Platform: Online, mobile, consoles, tablets, installations. Business approach: Work-for-hire, subscription, ads, digital, retail etc.

Denmark: What we have.. Strong tradition for play and learning A more problem-oriented and informal learning culture A more mature understanding of games A good learning & gaming brand A strong brand for children and learning What we really lack Big Players Funding Commercial sense Marketing knowledge Realistic ambitions

What lies ahead… Consolidations in companies (happening in UK/US) (ie. Caspian learning, Virtual Heroes and PixeLearning) More established channels Better praxis & knowledge with ‘buyers’ Globalization of products Even more target groups Even more areas of applications 3D plug-ins becomes industry standard Devices will be key to open new markets (touch screen)

Where to go…. >> Niche vs. main stream >> Little fish vs. big fish >> Upcoming platforms vs. established platforms >> New markets vs. mature markets Do you want to be global or local…? International market The Home Market

Contact info Company details Serious Games Interactive Griffenfeldsgade 7A, 4. floor DK Copenhagen N My details: Simon Egenfeldt-Nielsen | © Serious Games Interactive