Published on October 4, 2007
Serious Games: Present & Future BY TOM CRAWFORD CEO, VIZTHINK SEPTEMBER 25, 2007
Agenda Definitions Who are Gamers? Why use Serious Games? What are the Current State of Serious Games? What is the Future of Serious Games? What Resources are Available? Q&A
A Few Definitions Video Game – Console, computer, or handheld game Console Game – Played on a dedicated gaming device and displayed on a TV Computer Game – Played on a PC (or Mac), and displayed on a computer monitor Handheld Game – Played on a very portable, dedicated gaming device and displayed on a built in screen
A Few Definitions Video Game – Console, computer, or handheld game Casual Game – A game that is easy to start, can be quick to play, and generally does not have a metaphorical abstraction Serious Game – A game or simulation of any type used for learning or communication. Game – competition? goals? rules? fun? learning? I know it when I see it?
Are YOU a Gamer? When did you last play… a game…any game? a video game? a console game? a casual game? a serious game? When did you last buy… a game…any game? a video game? How would you describe the typical gamer?
Who are Gamers? Are You Sure? What is the average age of game players? Greater than 49 24.2% 33 18 to 49 47.6% Less than 18 28.2% Source: Entertainment Software Association
Who are Gamers? Are You Sure? What percentage are female? Women over 18? 31% 38% Male, 62% Female, 38% Boys under 18? 20% Source: Entertainment Software Association
Who are Gamers? Are You Sure? Are gamers lazy, anti-social slackers? 93% read books or newspapers regularly 79% of all ages exercise at least 20 hrs/month 78% vote regularly Gamers spend triple the time on sports, community, religion, creative, cultural, and reading compared to non-gamers Source: Entertainment Software Association
Who are Gamers? Are You Sure? What is the average age of game buyers? 40 years old Who plays more hours per week adult men or adult women? Women = 7.4 hours/week Men = 7.6 hours/week How do they expect that to change? 53% expect to play as much or more in 10 years Source: Entertainment Software Association
Who are Gamers? Are You Sure? Source: eMarketer.com
What Games Do They Play? Best Selling Console Games of 2006 Madden NFL 07 - PS2 Final Fantasy XII - PS2 1. 6. New Super Mario Bros - NDS Brain Age - NDS 2. 7. Gears of War - 360 Madden NFL 07 - 360 3. 8. Kingdom Hearts II - PS2 Tom Clancy's GRAW - 360 4. 9. Guitar Hero 2 - PS2 10. NCAA Football 07 - PS2 5. All Ages Games Sports & Racing Games Youth Games Action/Shooter Games
Why Use Serious Games? Practice (Learning by Doing) Martin, Klein, Sullivan from Arizona State Objectives, Information, Examples, Review, Practice Repetition/Habit William James In a realistic, time compressed, risk free environment Freedom of movement leads to retention Itiel Dror
Why Use Serious Games? Progressive competency Source: T. Crawford concepts by J. Gee
Why Use Serious Games? Telling your own story leads to ownership Jim Gee, David Shaffer Source: Halo, Indiana Jones, Project Gotham Racing 3
Why Use Serious Games? Theory of Transfer Source: T. Crawford
Current Uses: Cooking Skills Source: Cooking Mama 2
Current Uses: Biology Source: Zoo Tycoon 2
Current Uses: History Source: Civilization III (K. Squire), Revolution (mod)
Current Uses: Thinking Source: Reader Rabbit, Math Blaster, Brain Age
Current Uses: Political Statement Source: Persuasive Games
Current Uses: Social Causes
Current Uses: Social Causes Source: Food Force
Current Uses: Health Source: +???, Persuasive Games
Current Uses: Health Source: Dance Dance Revolution, Yourself Fitness!
Current Uses: Health Source: EdHeads, +???, Breakaway Games
Current Uses: Simulations Enspire NexLearn Forio Adobe Captivate BTS Source: Enspire, NexLearn, Forio
Current Uses: Retail Training
Current Uses: Machinima The Movies The Ill Clan Red vs. Blue Source: The Movies
Current Uses: Other Serious Games Game Shows, Quizzes Marc Prensky’s Challenge Game Classroom Jeopardy Metaphors for Practice Dr. Jim Rosser’s Super Monkey Ball Source: Games2Train, Classroom Jeopardy, Super Monkey Ball
Future Uses: Alternative Devices Source: Nintendo Wii, Wii Bowling, Guitar Hero 2
Future Uses: ARGs & Geo Games I Love Bees Lost Experience World Without Oil Pac-Manhattan Tourality Sidewalk Squirrel Geocaching
Future Uses: Virtual Worlds Source: Created by T. O’Driscoll, Revised by T. Crawford
Future Uses: Virtual Worlds Source: ProtonMedia
Future Uses: Virtual Worlds Source: Second Life
Future Uses: Visual Realism Source: Madden Football 2007, Madden Football circ. 1998
Other Topics Debate: Serious Games are Neither Serious Nor Games Debate: Should the Word Game be Used Debate: What is a Game Anyway? Debate: Do Games Have to be Fun? Advergaming
What Books are Available? Required Reading Theory of Fun Hamlet on the Holodeck What Video Games Have to Teach Us Why Video Games are Good for Your Soul How Computer Games Help Children Learn Digital Game-Based Learning Gadgets, Games, and Gizmos for Learning Persuasive Games Got Game Interactive Storytelling
What Websites are Available? http://www.raphkoster.com http://jergames.blogspot.com http://www.watercoolergames.org http://blogoehlert.typepad.com/eclippings http://www.escapistmagazine.com http://www.joystiq.com http://games.slashdot.org http://www.seriousgames.org http://www.educationarcade.org http://terranova.blogs.com http://www.socialimpactgames.com http://www.digra.org http://www.persuasivegames.com
Contact Information Tom Crawford CEO, VizThink firstname.lastname@example.org http://thcrawford.blogspot.com email@example.com http://www.vizthink.com VizThink ’08 January 27-29, 2008 San Francisco, CA
Serious Games: Present & FutureB Y T O M C R A W F O R DC E O , V I Z T H I N KS E P T E M B E R 2 5 , 2 0 0 7Agenda Definitions Who are Gamers? Why use ...
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