Saturday, June 22, 2019
Serious Games Grad Program
UC Santa Cruz Launches First Graduate Program in Serious Games
University of California, Santa Cruz
Tim Stephens; James McGirk
The University of California, Santa Cruz (UC Santa Cruz) Baskin School of Engineering is launching the first professional master's degree program in serious games offered in the U.S. Serious games are designed to accomplish a purpose other than pure entertainment, aiming to impact measurable social goals. The serious games program, which will begin accepting students this fall, builds on existing expertise at UC Santa Cruz in assistive technologies, games and playable media, digital art and new media, psychology, and other related disciplines. The new program will train students over five academic quarters in six key areas: game design, game technology, eliciting and integrating subject matter knowledge, designing and conducting efficacy measures, effective teamwork, and career planning. ... "
Thursday, April 22, 2010
Total Engagement via Games
Although published late last year, this book was recently brought to my attention: Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete by Byron Reeves and J. Leighton. The book's site is here, and there are also a number of book excerpts. The Amazon site also has a 'look inside' link.Serious Games have been a long-time interest of mine. Have been reading Total Engagement for several days now in a borrowed North Georgia mountain cabin. (Thanks Sammy). Think about any job as a game, often a very badly designed game. If it were designed to be engaging, collaborative and very efficient at its goal (say making money or helping people) it could not only do a better job at its goal, but also engage, entertain and make the people working at the 'job' happier. Its funny, but there are many examples of engaging multi-player games that are played by millions of people world-wide. Why not use them for real jobs?
There is a real gem of value in this book. I know lots of people that may see any games as non-serious by definition, but it is exactly that assumption that keeps us from solving many problems efficiently.
The authors include a number of examples of potential serious games from their interviews with companies, including my former enterprise, which did have a reputation for being less creative in this regard. There are corporate problems that games might solve, as one chapter suggests. It is still not an easy thing to do, but this book outlines how to start. Bravo ... this books lays out the direction for any company to use games as a problem-solving tool.
We connected with Byron Reeves at Stanford a number of times and reviewed his Seriosity work, which also has a blog. And is active on Twitter. Some of Byron Reeves ideas were also inspirational for our early online consumer advisory work. Also see the Serious Games Twitter Stream.
I will continue to follow up with additional thoughts derived from this book.
Monday, February 24, 2014
Generating Serious Games Scenarios with Crowdsourcing
Monday, June 24, 2019
Game Builder to Build Your Serious Games?
Google's Game Builder Turns Building Multiplayer Games into a Game
in TechCrunch
By Frederic Lardinois
Google's Area 120 team has developed Game Builder, a free tool for PC and macOS users who want to build their own 3D games without having to learn to code. The overall design aesthetic is at least partially inspired by Minecraft, but users are free to create whatever kind of game they want. Game Builder can create first-person shooter games, a platformer, and a demo of the tool's card system for programming more complex interactions. Building a 3D level is like playing a game itself, and users can build multiplayer games and even create games in real time with other users. In addition, players can use JavaScript to go beyond some of the pre-programmed features. Google is also relying on Poly, its library of 3D objects, to give users lots of options for creating and designing different levels. ... '
Tuesday, October 08, 2013
Serious Games for Learning
Intended for students aged 15-17, Mecanika is based on 30 years of research in the didactics of science and aims to make abstract concepts of mechanical physics, like gravity and inertia, accessible. Rather than teaching formulas, the game allows players to immediately jump into these concepts by experimenting and visualizing the effects of forces in space. .... "
The Serious Games Market blog covers other related applications. Note the use of virtual simulation spaces to understand the outcome of choices. Available free and to be adapted for tablet use.
Friday, August 29, 2008
Serious Games Institute
Recent posts reminded me of the Serious Games Institute. Check out their site and especially some of their research and case studies. They are also advertising the Serious Virtual Worlds Conference on Sept 11-12 in South Korea, wish that I could attend. I remain excited about the idea of using game-style solutions for collaboration, competition and problem solving. I have now seen many prototypes but I have not seen the details of too many completely successful games in business. They are all enticing and fun and may interest some for a while, but don't seem to have sticking power. To do them right they are also expensive to create.
The related vision of serious virtual worlds also has a similar problem. Virtual worlds today are hard to strictly script, while games work best when focused to a problem. Combining the two for real business problems is where we have to go.
Thursday, August 27, 2015
Serious Games Institute
Monday, July 15, 2019
Serious Games
Google Maps adds a city-themed 'Snake' game
Elements of serious games? Probably not, but looking for that angle. Ideas?
Wednesday, May 14, 2008
Games With a Purpose
I have been looking at a number of online 'games with a purpose' aka 'serious games' , especially how they can be related to more elaborate simulations ... Here is something new and related: " ... Luis von Ahn and his team at Carnegie Mellon University have launched GWAP, a new web site for 'Games With A Purpose.' By playing these online games, humans help provide data for problems that are hard for computers to solve, such as computer vision and sound classification. Slashdot has previously covered other human computation projects by Dr. von Ahn, including the ESP Game and reCAPTCHA. The new web site contains a re-vamping of the ESP Game as well as four completely new games." ...Mentioned in the BBC. Note this is about getting data from people, somewhat different from playing complex games to achieve process solutions, but there is a useful connection.
Wednesday, November 25, 2020
On Serious Gamification
Podcast on the evolution of serious gamification. We used it to some extent in the enterprise, but never to my satisfaction. It requires a change in business user behavior. There is much opportunity here.
Podcast:
‘For the Win’ authors Kevin Werbach and Dan Hunter discuss the revised and updated edition of their book and how gamification has changed the way we work toward goals.
The story of gamification isn’t fun and games. It’s serious.
Authors Kevin Werbach and Dan Hunter have been at the forefront of the development of gamification tools in business. In a revised and updated edition of their book, For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, they explain that when used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the “guided missile” of gamification to have people work and do things in ways that are against their self-interest.
The authors recently sat down with Brett LoGiurato, senior editor at Wharton School Press, to discuss their revised and updated book.
An edited transcript of the conversation follows:
Brett LoGiurato: I wanted to talk first about your initial interest in gamification and what drew you together. I understand it started as a shared interest in World of Warcraft, so how did you develop it from there?
Kevin Werbach: It was a shared interest in games and the power of games. We were originally both faculty at Wharton, and we were both studying what was then called “cyberspace”—virtual worlds. Dan actually did this work before I did, but he and others started looking at virtual worlds of games and comparing that to the virtual world that was getting built with the internet in cyberspace. I found that incredibly fascinating, and I found Dan to be a really brilliant guy, as well. So we became friends, and one of the things that we did was with a group of researchers, journalists and others who studied games in virtual worlds — we got together and started playing a game, World of Warcraft, back when it originally launched, now 15-plus years ago.
That experience of seeing what it was actually like in this incredibly sophisticated virtual world really further kindled our interest. Then when this phenomenon of gamification started to develop a couple of years later, people were saying, “We can learn from games and take insights from developing effective games and apply that to business and apply that to the things in the real world that we are studying.” I think that’s really the point where both of us jumped and said, “Yes, we really think this is something significant, and we can contribute to the understanding.” .... '
Monday, May 16, 2011
Reading: Reality is Broken
There you could see executives in the enterprise have their eyes light up when they tested an idea they had for a long time but was just too risky to test in the real world. They were having fun! They also expressed an interest in exposing the idea to other creatives to see what they could do with their idea as a starting point.
So far the book does an excellent job of providing the motivation for using games in this space. Also provides lots of real world examples. Further she mentions to ability to scale up games to let many experts, employees and even consumers participate. Why not crowd source a simulation? Our own in enterprise experiments with serious games were only partly successful, but the interest was there.
I have a problem with the title of the book. I do not think reality is broken. It is ultimately what we must deal with. It can be motivated, assisted, augmented and extended, and that is what we seek. There are many opportunities here.
See also McGonigal's Ted video. (Thanks Dave)
There are many vendors, but take a look at Bunchball as an excellent example.
Great read so far, look forward to making some of this happen. I will experiment with revealing some more details in this space, confidentiality allowing, as I progress. I would appreciate any guidance from others out there.
Friday, January 30, 2009
Thursday, July 28, 2016
Game Based Learning
The rise of game-based learning by Alice Savage meets the children taking gamification to the next level by learning to code through their own games ...
With many affordable products on the market, game-based learning is becoming a recognisable feature of the British classroom. Learning subjects through games can greatly improve pupil engagement in a subject and provide teachers with instant feedback, analytics and other teaching tools that can tailor a learning programme for each individual student. The rise of game-based learning has now paved the way for a new level of engagement from students with new opportunities arising for them to learn to make their own games ... "
Wednesday, July 13, 2011
Trends in the Mobile Gaming Industry and Serious Games
Wednesday, November 25, 2009
Learning with Serious Games
Tuesday, October 20, 2009
Learning with Serious Games
Thursday, April 30, 2015
Games and Cognitive Computing
Saturday, August 28, 2021
Wharton Book and Podcast: On Serious Gamification
Book and podcast on the subject:
Gamification Is Changing How We Work — and Succeed
‘For the Win’ authors Kevin Werbach and Dan Hunter discuss the revised and updated edition of their book and how gamification has changed the way we work toward goals.
Podcast At link ...
The story of gamification isn’t fun and games. It’s serious.
Authors Kevin Werbach and Dan Hunter have been at the forefront of the development of gamification tools in business. In a revised and updated edition of their book, For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, they explain that when used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the “guided missile” of gamification to have people work and do things in ways that are against their self-interest.
The authors recently sat down with Brett LoGiurato, senior editor at Wharton School Press, to discuss their revised and updated book.
An edited transcript of the podcast conversation follows.
Brett LoGiurato: I wanted to talk first about your initial interest in gamification and what drew you together. I understand it started as a shared interest in World of Warcraft, so how did you develop it from there?
Kevin Werbach: It was a shared interest in games and the power of games. We were originally both faculty at Wharton, and we were both studying what was then called “cyberspace”—virtual worlds. Dan actually did this work before I did, but he and others started looking at virtual worlds of games and comparing that to the virtual world that was getting built with the internet in cyberspace. I found that incredibly fascinating, and I found Dan to be a really brilliant guy, as well. So we became friends, and one of the things that we did was with a group of researchers, journalists and others who studied games in virtual worlds — we got together and started playing a game, World of Warcraft, back when it originally launched, now 15-plus years ago. ...'
Sunday, July 17, 2011
KTM Advance - Games and e-Learning
" ...E-LEARNING - Product Knowledge/ Sales for LVMH
Estates & Wines, a Moët Hennessy society, is the international subsidiary of the LVMH Group tasked with marketing high-end still and sparkling wines. E&W accounts for 7 different brands throughout the world and more than 40 wines. The sales representatives of E&W are recruited from the most prestigious schools, but have often little experience or comfort in the high-end wine market with merchants, sommeliers and restorers. Thus, E&W needed a specific formation of its sales force ... "
Sunday, November 10, 2013
Artafact and Serious Games for Customer Insight
" ... How can you use gaming techniques to gain valuable customer insights? In this Webcast, Sumi Shohara, Director of Customer Advocacy for Hewlett-Packard, and Linda Stegeman, President of research company Artafact, will share how HP Software uses interactive games to engage their customers in everything from strategy and product development to marketing messaging.
Specifically they will cover how gamification techniques can help:
- Form innovative ideas to implement
- Let your customers help you determine the product vision
- Rank feature lists by letting customers choose the most important features
- Mine the return on investment customers receive from your product and services ..... "
More information and registration.