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1 Serious Challenges and Serious Issues Developing Serious Games Presented by: Randy Brown Chief Technology Officer December 7, 2007
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What is a Serious Game? “Serious Games” involve pedagogy: activities that educate or instruct, thereby imparting knowledge or skill to further government or corporate training, education, health, public policy, and strategic communication objectives “Serious Games” operate where computer games intersect with the needs of education, training and simulation Michigan State University now offers an MA in Serious Games “Brain Age”/”Brain Age 2” (Nintendo DS) - Health “Darfur is Dying” - Persuasion “Dance Dance Revolution” (Playstation) – Exergaming (WV) “America’s Army” – Recruiting/Outreach “3DiTeams” – Duke University's Human Simulation and Patient Safety Center and Virtual Heroes – Healthcare Team Coordination
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Serious Games: Convergence Conferences/Sites: –NC Advanced Learning Technology Association (ncalta.org) –Game Developers Conference/Serious Games Summit –I/ITSEC (Interservice/Industry Training, Simulation, and Education Conf.) –Games For Health, Games For Change –Serious Games Source site (seriousgamessource.org) –Med Sim Conference, Medicine Meets Virtual Reality Conference –Society for Applied Learning Technology (SALT) Conference Government agencies investing in Game technologies Ubiquitous hardware platforms now have sufficient capability to present interactive, immersive, engaging Virtual Reality content Game engines have sufficient functionality and generality to support content beyond entertainment/gaming for Education and Training Target populations now familiar with PC/Game technologies
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Challenges Interactive entertainment games are a hit-driven biz Example: Halo 3, 3 years, $30M dev cost, 300 employees Heavy customization, instructional design and game dev skills needed for custom serious games solutions Many serious games are specialty, boutique solutions Many serious games clients begin funding at SBIR level Many target deployment locations have trailing-edge tech Demographics of decision-makers still does not match that of end-users in relation to gaming familiarity: YET “Edutainment” and “Gaming” sometimes Kryptonite
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2007 Self-Paced E-Learning: $13.6 Billion 5-year annual growth rate: 22% 2006 Real-Time Collaboration-Based Learning: $2.6 Billion 5-year annual growth rate: almost 35% Real-time Collaboration-based Learning is fastest growing learning technology in US Markets
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Education & Training Development Issues Single-player or Multi-player/Team Training? Physical proximity or Distance Learning (DL)? Instructor-led or Self-directed/paced? Stand-alone training content or connected to a Learning Management System (LMS) (Blackboard, Saba, etc)? Validation of results required? Proctors/Classroom Continuing Education/CME Credits? SCORM compliance/conformance? Distributed Interactive Simulation/High Level Architecture (DIS/HLA) compliance for Government deliverables? Back-end Infrastructure requirements? Download requirements? Bandwidth requirements?
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Serious Games: Many Masters Education Community (Validation, Accreditation) Entertainment (Fidelity, Interactivity, Engagement) Modeling and Simulation Community (Accuracy) Current Technology Platforms (Deployability) HCI (Usability, Accessibility, Section 508, COPPA) Commercial World (Stability, Appeal, Cost Savings) Continuum of Training (Put round peg in round hole)
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Serious Games: Archetypes of Gameplay Guided Tour Scavenger Hunt Conceptual Orienteering Operational Application Role Play Critical Incident Co-Creation Group Forum Breakout Sessions Social Networking From “Escaping Flatland” by Karl Kapp and Tony O’Driscoll
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Serious Games: Requirements Gathering Almost by definition, need to work with Subject Matter Experts (SMEs) to define learning/training content versus simply creating gameplay out of thin air Game designers must work with Instructional designers Developers must effectively become SME’s themselves Challenges: –Access to SME’s –Access to environments –Access to equipment –Finding SME’s fully knowledgeable in training content –Creating Serious Game without simply creating a simulation
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Healthcare Issues: Training & Real-Time Physiology
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EmSense Biometric Integration – Serious Tracking “Raw” vectors – Oxygenation/BVP – Heart Rate – Blink Rate – Head motion – Frontal-lobe EEG “Virtual” vectors – Mental Response – Physical Response – Engagement – Frustration/Resignation – “Stealth”, “In the Zone”, “Zen” States
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Serious Opportunities
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Discussion? Randy Brown randy@virtualheroes.com 919.459.2522 Virtual Heroes, Inc. 4601 Creekstone Drive, Suite 160 Durham, North Carolina http://www.virtualheroes.com
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