Content
Points
Explored
+200
+50
+130
+100
+180
+100
+100
+400
+170
+140
+130
+100
+50
+1
+150
 
Each time you visit a new page, the page score is added to yours. Your global rank is bellow:
Global Rank :
Make Games with PlayGen | Serious Games | Social Games

Wednesday 12th May 2010

The new generation expects a new level of interactivity, and games offer just that. An innovative and exciting hands on experience which far surpass the dated methods of lectures and text books.

This is a great opportunity to experience the wide variety of sectors where serious games have been used to great effect, it’s a must for anyone who is considering using serious games and computer based training for their business or academic institute.

By attending the day you will get a fully rounded experience on the use of games and simulations across a whole range of sectors, focusing on real examples with real impact.

Programme

Wednesday 12th May 2010
9:00 - Arrival
Morning Sessions
9:30 – Serious Games for Police and Community Engagement
10:15 - Serious Games for Health
11:00 – 11:30 - Break and Networking
11:30 – Serious Games for Government & Politics
12:30 – 1:30 – Lunch (Included with ticket purchase)
Afternoon Sessions
1:30 - Serious Games for Defence (Military)
2:15 - Developing Serious Games and Game Based Learning

3:15 - Hands on Design Workshop

5:00 - Round off and refreshments


9:30 am : Serious Games and Police/Law Enforcement

Aims of the session:

In this session we look at a range of gaming examples from the UK and abroad dealing with subjects such as preventing violent extremism, drug use, gang violence and drink driving. Topics include the following:

  • Experience a more in-depth view on how serious games are contributing to preventing violent extremism.
  • Exploring the solutions and benefits of serious games on major campaigns such as knife crime, drugs and gang culture.
  • Discover how gaming technology can help reach younger generations on key issues.
  • Serious games for schools and how youngsters have responded to the recent release of the game choices and voices
  • Discussions on the benefits games and simulations.

Games Explored:

Choices & Voices

Choices and Voices is an interactive simulation that encourages young people to explore and discuss the underlying issues and adverse influences, which can lead to divisions and tensions in communities.


Image from Choices and Voices

Knife City

The Metropolitan Police launched an innovative new marketing campaign back in 2005 aimed to discourage young people from carrying knives.


Image from Knife City

Alcohol Safety

A fully immersive 3D game built to illustrate the affect of alcohol consumption can have.


Image from Alcohol Safety


10:15 am : Serious Games for Health

Aims of the session:

In this session we look at some of the leading examples on increasing physical activity, improving patient compliance, encouraging better personal health, improving hospital operations and providing more engaging training to healthcare professionals. Topics include the following:

  • Experience the benefits of using simulations and serious games compared with standard e-learning.
  • Discover clinical trials that demonstrate significant positive benefit in use of games for patients.
  • Discuss and share ideas for more engaging approaches to patient and practitioner compliance.
  • Find how healthcare training can be made much more effective through the use of simulations and serious games.
  • See how gaming and virtual technologies can be harnessed to increase physical activity, encourage better personal health and improve hospital operations.

Games Explored:

 

Let’s Talk About Sex

PlayGen developed an interactive simulation for parents of children aged between five to 14 years, designed to empower them and ease discussion on sexual health matters.

Image from Let’s Talk About Sex by Playgen

Remission

The Re-Mission video game for teens and young adults with cancer, designed to improve patient compliance.


Image from Remission by Hope Labs

Coronary Artery Bypass Trainer

CABG trainer is part of the SG2 series. Built to teach medical students the series of important steps to coronary artery bypass surgery. A very compact and easy to use application.


Image from CABG SG2 by Playgen

Nano Medicine V2

The virtual lab in NanoMission V2 allows you to go from the organ view down to individual cells, analyzing the cells compositions, travelling down the blood stream and seeing the medicine you’ve created in action.


Ima.ge from Nano Mission Series by Playgen



11:30 am : Serious Games for Government & Politics

Aims of the session:

We’ll explore a cross section of areas where games are used to engage citizens on important policy and political points of view, these include:

  • Citizen engagement.
  • Public policy and procedure engagement.
  • Elections & Budget

Games Explored:

Floodsim

Using online gaming technology to bring important public policy decisions to life, measure attitudes and inform citizens and policy makers.

Image from Floodsim by Playgen

Serious Policy

Examples include: Gordon Brown joins a virtual Paris Hilton, a digital Alistair Darling and a simulated Keira Knightley as 3D characters in the SeriousPolicy Game.


Image from Serious Policy by Playgen

Budget Hero

Teaches teenagers abouts the federal budget system and how to manage future debt. Policies must be halted or created to provide a viable future in this game.


Image from Budget Hero by American Public Media

Prime Minister Forever

Take the role of one of England’s political parties. Fight for votes, squash your opponents, become prime minister.


Image from Forever Series by Theory Spark

ICED I Can End Deportation

Escape and evade the deportation officers, this game illustrates how unfair immigration laws deny due to process and violate human rights.


Image from ICED by Breakthrough

Oiligarchy

Play the role of a cut throat Oil tycoon company and progress by destroying the African government, killing off the Amazon rainforest and invade the Middle East.

Image from Oiligarchy by Molleindustria


1:30 pm : Serious Games for Defence (Military)

Aims of the session:

In this session we look at a cross section of approaches and interactive technologies used by the defence sector, looking at both possible and proven strategies.

  • Discover some of the most innovative and cost effective solutions for training using gaming and interactive technologies within defence.
  • Experience how Flash 3D can be used for delivering accessible and trackable training on the defence learning portal (DLP).
  • See how an Open Source Virtual World can be used for locational awareness training and how it may be used in future training developments.
  • Learn and share ideas on simulations and gaming technology for training new recruits and refreshing old hands.
  • Engage with a large variety of solutions in the defence sector.

Games Explored:

Virtual DCTS

Using Flash as the delivery media there is no need for any client side downloads with the user accessing the game through a browser; this is an exciting development for the MoD as it proves engaging 3D training content can be delivered to a wide audience without the restrictions when operating within a Defence IT infrastructure.

Image from Virtual DCTS by Playgen



Cultural Awareness – Afghanistan

Cultural Awareness is an Interactive trainer that teachs soldiers the cultural differences when on operation in Afghanistan.

Image from Cultural Awareness – Afghanistan by Playgen

Battlefield Awareness

Battlefield Awareness is a military simulation that tests responses in a high-risk situation and enables players to learn from mistakes.


Image from Battlefield Awareness by Playgen


The Sift

Built  to teach about the “sifting” process when conducting job interviews and candidate selection.


Image from The Sift by Playgen


OSVW

Incorporating features found in the massively multiplayer World of Warcraft, we added the capabilities for defining and incorporating a single or multi-user quest based system for training objectives.


Image from OSVW by Playgen




2:15 pm : Developing Serious Games and Game Based Learning

The aims of the sessions

  • Key factors on briefing, developing, testing, deploying and evaluating serious games and simulations.
  • A variety of real-life case studies which provides practical insight in delivering a successful product.
  • Provide a comprehensive overview from the initial idea to raising funds, understanding gaming mechanics in context of learning and engagement, selecting and negotiating with developers, producing specifications, understanding the users needs and choosing the right technologies and methods for reaching the target audience.
  • Showcase a large number of serious games and simulations in a wide variety of sectors.

The areas which will be explored

We will focus on good practices on the entire life cycle of a product, from start of the idea to the delivery of the product and onto support and further development, our session will include :

Setting up game development

You’ve got an idea for a serious game, simulation or interactive; from making the business case to getting the right people on the case, we look at :

  • Making the business case – why should we do it?
  • Funding – who will pay for it?
  • Choosing developers – what should you be looking for?
  • Tools – what is out the that I may be able to use

Determining project goals

Serious games and simulations address specific issues or promote specific causes. Using a design led approach can identify the clients’ or users’ needs, set goals and answer those needs, and develop scoring and testing mechanisms to give both the user and client appropriate feedback.

  • Creating the project timeline – what to do by when.
  • Managing risks – what can go wrong and how to protect against it.
  • Instructional design and what we want to the player to learn
  • Business development and getting the all important meetings scheduled and carried out
  • Production fees and payments
  • Subject matter experts (SME’s) – the most important ingredient

Game design – the creative elements

Engaging an audience means getting them thinking, reacting and actively involved. It transforms their understanding and learning experience. Every one learns about the world around them as children through play. When done right, playing with games and simulations provides some of the most powerful tools around for engaging an audience of any age.

We look at the creative side from concept to a simulation; Designing and translating your idea into effective game play and game mechanics.

  • Determining the variables for the Simulation
  • Developing the concept document
  • Prototypes (testing game play)

Game design – the technical

Choosing the correct delivery platform that fulfils client and user needs is paramount. As is the technical design document that informs the technical team of what they need to build.

  • What are the game or simulations variables and how do they interact
  • Which game mechanics will meet which objectives
  • Whilst on the topic of gaming mechanics, what are they
  • Adding ‘fun’ into the mix

Design Specification

  • Delivery platforms (pros and cons) eg. mobile devices, online, offline, virtual world
  • Design document -  (game/simulation overview, project scope and milestones, scenario and narrative, levels, scoring and evaluation, tutoring and remediation system, game mechanics, technology and tools, system design, interface commands, environments and levels, characters, assets and animations, audio, lighting, user data collection, testing and QA, marketing and distribution.)
  • The marketing plan

Production and authoring

We’ll examine  production; how programmers and game and simulation designers produce core game play and how artists create user interfaces, characters and the scenery. Finally how by a miracle of development stable builds of the application are made.

  • Graphics development, characters, objects, environments
  • Media production, audio, cut scenes, training material
  • The development pipeline (concept to alpha)
  • Alpha and beta testing

The Finishing line

Once a release has been produced the serious game or simulation needs packaging (either psychical or digital), distribution and marketing. We’ll also discuss user assessment methodology so we can begin to evaluate the success of the application (whether in terms of improved performance by the game player, an increase in market share, or other metrics)

  • Packing, distribution, and marketing – how to get the world to write about what you’ve done
  • Assessment – How to assess
  • Return on investment – How to measure how well you made your or your client’s money back?
  • User support and evaluation – The long term view


3:15 Hands on Design Workshop

5:00 Round off and Refreshments


How to get to here : seeGoogle Map Link

Closest Tubes are Old Street (take exit 2, 7 minutes) and Liverpool Street (15min)

Serious Games Institute enable and facilitate the growth of serious games, virtual worlds and connected industry specialists by supporting research and development into the use and effects of these products, platforms and technologies.



PlayGen develop immersive simulations, serious games and virtual worlds for learning, training, assessment, to inspire, to engage, to measure and to change behaviour.

Events

2 Responses to “Serious Games Showcase and Design Workshop”

  1. uberVU - social comments Says:

    Social comments and analytics for this post…

    This post was mentioned on Twitter by malburns: “Serious Games Showcase and Design Workshop: London 12th May 2010″ http://bit.ly/aJyvaR...

  2. FutureGov » Useful links » links for 2010-04-22 Says:

    [...] Serious Games Showcase and Design Workshop | PlayGen (tags: games events seriousgames uk gov20 police health government) [...]


You must be logged in to post a comment.


Blog WebMastered by All in One Webmaster.