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Getting interactive through games

Getting interactive through games. PhD , Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive 16. November 2009 , DHI sen@seriousgames.dk 40 10 79 69. Our background. Who am I.. Expert game-based learning +10 years experience MA psychology, PhD Games

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Getting interactive through games

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  1. Getting interactive through games PhD, Cand. Psych. Simon Egenfeldt-Nielsen CEO Serious Games Interactive16. November 2009, DHI sen@seriousgames.dk 40 10 79 69

  2. Our background • Who am I.. • Expert game-based learning • +10 years experience • MA psychology, PhD Games • Keynotes/talks internationally • Worked 2 years with HR • Who are we... • Using games for more than entertainment • 18 employees located in Copenhagen • Worked for Danida, Amnesty, Lego, Nykredit & UNICEF • Won several awards for our productions • Our games have been in most major news outlets around the world

  3. The questions What is involved (costs, time, income, etc) in developing, marketing and selling 3D gaming software? Is it possible to develop a game or series of modules revolving around water, energy, and food conflicts? Could a project be developed that meets the needs of different audiences and markets? Is Serious Games interested in working together on such a project?

  4. Our background Serious Games Interactive Education • Global Conflicts • Playing History HR Learning & information Marketing • Recruiting • Developing • Training • Retaining • Learning ressources • Displays & installations • Information services • Up-selling • Cross-selling • Virtual worlds • Branding

  5. Poetry & Plumbing

  6. Our work So far we developed +15 learning games ranging in budgets from 40.000 - 600.000 EUR . We develop in the technology that is most fitting. Babus Hold (Oct. 2008) Darwin (Oct. 2008) GC: Latin America (Oct. 2008)

  7. Our organization Board CEO ($) Producer (Time) Commercial director (Sales . & Marketing) Game director (Quality) Programming (All programming) Graphics/animation (All graphics) Content (Story, script, dialogue)

  8. Our team CEO Commercial director Key Account manager Producer Game Director Writer Game designer Lead Programmer Programmer Web & database programer Lead 3D animator 3D artist environment & props 3D character artist Internal testers

  9. References

  10. Why consider games…? Games are becoming mainstream – avg. gamer is 33 years old in US and UK. Today games have become an universal language for playing, learning & communicating. Today games are out-growing other popular media in importance. Games are already forecasting the future of learning…

  11. New ways to engage… Why consider games…? Passive reception Linear stories Low repeatability Single-player Listen… Read… View… Active choices Interactive stories High replayability Multi-user Experiencing!!!

  12. Computer gamers are everybody… New ways to engage… Why consider games…? Source: Entertainment Software Association (2006)

  13. Why consider games…? Perspectives: Train people to view problems from different perspectives. Retention: Do not learn more but remember what they learn. Get closer: Learning is not chopped into abstract bits and pieces. Active use of knowledge: You have to apply your knowledge. Consequences: The game re-acts to your choices and decisions.

  14. Why consider games…? ”Educational games are [can be] fundamentally different than the prevalent instructional paradigm. They are based on challenge, reward, learning through doing and guided discovery, in contrast to ”tell and test” methods of traditional instruction.” - Report of the Federation of American Scientists, ”Educational Games 2006”

  15. Interesting examples… Water, Energy, food and conflicts

  16. What is game-based learning? Games are the future language for training & Education… Provide immersive, realistic & meaningful environments… …..in which learners actually apply information to develop knowledge, attitudes and skills.

  17. What is game-based learning? Problem-centered learning… …When solving problems = satisfaction Games are problem spaces… …Where your choices have consequences GBL problems are authentic & relevant… …integrating game & learning experience

  18. Our work: Interactive World Map (2009) • Platform: Single player, web-enabled, touch-screen • Technology: 3D Unity game engine • Playtime: N/A • Timeline: 3 months • Budget: 25.000 EUR • Application: Touch-screen interactive world map that can display existing content. • Target group: Visitors to Amnesty interactive education (teachers & students) • Zoom function • Categorization through icons & themes) • Choose platform (text, movies, images, games) • Web version with ”mouse-functionality” • Administration module Only available on location

  19. Our work: Phoenix (2009) • Platform: Single player, web-based • Technology: Flash game engine • Playtime: 60 minutes • Timeline: 4 months (+4 months) • Budget: 38.000 EUR • Game:A side-scrolling platform game about a boy working at a factory in a new too distant future destroying cultural artifacts. Suddenly he finds himself unable to continue to destroy – instead he sets out to save the cultural artifacts, and bring an end to the conform world he lives in. • Target group: 6-10 years old private users • Advantages • Easy & simple graphics • Easy to access & navigate • Classic & well-known gameplay that works • Disadvantages • Less integration between playing & learning • Immersion & realism suffers • Often more appropriate for younger age groups Try out game…

  20. Our work (onboarding) “Spillet gav god faglig indsigt i Nykredit og kerneværdier” “God og sjov måde at lære noget om Nykredit” - Intern brugertest Nykredit Platform: Multiplayer, web-based Timeline: 2 months (+4 months) Technology: Web 2.0 & flash/html Playtime: 45-60 minutes Budget: 60.000 EUR Game: Aim to reach employees before job start when they are highly motivated. Presents company as innovative & interesting while delivering facts & information in a compelling context. Target group: New (potential & existing employees) www.detblaaforum.dk ( find forum post where you input password (tænknyt) to getstarted [video]

  21. Our work: Mayas Eventyr (2007) • Platform: Single player, web-based • Technology: Isometric Flash game engine • Playtime 60 minutes • Timeline: 4 months (+6 months) • Budget: 85.000 EUR • Game: Is about the Maya Indians in Guatemala and the challenges they have especially around language barriers. • Target group: 5-8 years old private users • Advantages • Easy & simple graphics • Easy to access & navigate • Lower budgets for more interaction • More chance for innovative gameplay • Disadvantages • Often not perceived as a real game • Immersion & realism suffers • Often more appropriate for younger age groups Try out game…

  22. Our work: Darwin (2008) • Platform: Single player, web-based • Technology: 3D Unity game engine • Playtime: 90 minutes • Timeline: 8 months (+4 months) • Budget: 100.000 EUR • Game: Is aimed at learning children about Darwin and evolution theory as an example of what natural science is. • Target group: 11-13 years old private users • Advantages • Easy & simple graphics • Easy to access & navigate • Lower budgets for more interaction • More chance for innovative gameplay • Disadvantages • Often not perceived as a real game • Immersion & realism suffers • Often more appropriate for younger age groups Try out game…

  23. Our work: Global Conflicts:Sweat Shops(2009) • Platform: Mac/PC, single player, browser, Download • Technology: 3D Unity game engine • Playtime: 45 minutes • Timeline: 4 months • Budget: 90.000 EUR • Game: The issues related to child labour in Bangladesh with a strong integration between learning & playing. You play an internal audit reporter that by talking to people and locating the right sources must get to the bottom of things. Do your supplier use child labour. • Target group: Older students • Advantages • Strong, visual, immersive universe • Feels & plays very close to a real game • Unique gameplay • Disadvantages • More expensive with 3D • Longer development time • Harder to test & change gameplay Try out game…

  24. Our design philosophy • Authentic & transferable learning • Explore & solve meaningful problems • Strong progressing storyline • Innovative & tailor-made gameplay • Integrated game & learning experience • Games part of larger learning context

  25. Our work process • Important with fast feedback • Depend on iterations of concept & prototype • Below timeline influenced by budget & scope Plan Concept Prototype Production Testing Implement 1 month 1 month 2 months 2 months 1 month 0,5 month

  26. Design limitations.. • Genres • Action, simulation, strategy, adventure, RPG. • Technology • Unity 3D, Flash, web 2.0, html. • Platforms • Consoles, Pc, web, mobiles • Different complexity level • Single player >> Multiplayer • 2D graphics >> 3D graphics • Small universe >> Large universe • Linear >> Branching • Low fidelity >> High fidelity • Low interactivity >> High Interactivity • 15 minutes >> 50 hours playtime

  27. Marketing is triggy.. • Not very well established channels. • SGI have a good foot hold with Global Conflicts-series. • Educational market is word-of-mouth more than anything. • However, there do exist a number of relevant conferences.

  28. Contact info Company details Serious Games Interactive Griffenfeldsgade 7A, 4. floor 2200 Copenhagen S Denmark www.seriousgames.dk My details: Simon Egenfeldt-Nielsen sen@seriousgames.dk | +45 40 10 79 69

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