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

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

Image from Alcohol Safety
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:
Games Explored:
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
The Re-Mission video game for teens and young adults with cancer, designed to improve patient compliance.

Image from Remission by Hope Labs
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
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
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:
Games Explored:
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
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
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
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
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
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
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.
Games Explored:
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 is an Interactive trainer that teachs soldiers the cultural differences when on operation in Afghanistan.

Image from Cultural Awareness – Afghanistan by Playgen
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
Built to teach about the “sifting” process when conducting job interviews and candidate selection.

Image from The Sift by Playgen
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
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 :
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 :
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.

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.

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.
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.
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)
How to get to here : see – Google 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.

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April 19th, 2010 at 9:55 pm
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