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Dr Andreas Oikonomou Ms Siobhan Neary-Booth. Serious Games for Guidance. Topics. The Games industry Size Trends Serious Games Simulation Education Marketing Current Game technologies Future Game trends & technologies Conclusions & Summary. The Games industry today.

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topics
Topics

The Games industry

Size

Trends

Serious Games

Simulation

Education

Marketing

Current Game technologies

Future Game trends & technologies

Conclusions & Summary

the games industry today
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

game industry trends
Game industry trends

Source: PricewaterhouseCoopers

serious games simulation
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

serious games education
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

serious games marketing
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

current game technologies
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

96% of all 15 – 24 year olds in UK own a mobile phone

Mobile game examples (Command & Conquer, Spyro)

games in the next 10 years
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 80’s 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.”

games in the next 10 years1
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

conclusions summary
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

the uk games industry
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)

games as an educational tool
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

good game design principles
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