A DTI perspective on serious games - PowerPoint PPT Presentation

1 / 13
About This Presentation
Title:

A DTI perspective on serious games

Description:

Presentation to Becta Technology Seminar: ... Look at emerging themes related to serious games ... Various combos of the afore-mentioned.... Two main avenues: ... – PowerPoint PPT presentation

Number of Views:54
Avg rating:3.0/5.0
Slides: 14
Provided by: roev6
Category:

less

Transcript and Presenter's Notes

Title: A DTI perspective on serious games


1
  • A DTI perspective on serious games
  • Presentation to Becta Technology Seminar
    Enhancing Learning Virtual Worlds, Simulations
    Games-based Learning
  • Leigh Jackson
  • Deputy-Director, Business Engagement
  • DTI Communications Content Industries Unit
  • Birmingham, 24th April 2007

2
Aim of todays talk
  • Look at emerging themes related to serious games
  • Explore some of the issues relevant to government
  • Cite some examples of government use of SG
  • Elicit further examples of SG going on in public
    sector

3
Who are we?/Who am I?
  • Role of DTIs Communications Content Industries
    Unit
  • Work closely with CCI sectors (computer games
    through to ISPs telecoms) to help drive up
    competitiveness and productivity
  • Champion policy/regulatory interests of CCI
    sectors with rest of government, including
    EU/international regulators
  • Also act as source of knowledge/intelligence back
    to government on CCI sectors
  • Relationship manage 108 companies and
    intermediaries, including 29 computer games
    publishers and developers, as well as main
    industry intermediaries TIGA ELSPA.
  • Regularly partner up with DFES, Becta, Department
    of Culture, Media Sport (DCMS) and UK Trade
    Investment (UKTI) on policy projects of mutual
    interest
  • Current mutual interest in government
    use/commissioning of serious games

4
Definitional issue
  • Working defn non-entertainment use of
    interactive entertainment software and content,
    primarily for education training purposes
  • Convenient label for expanding universe ?
    inclusiveness requires loose definitions
  • Convergence/broadband takeup/user-generated
    content/Web 2.0
  • Multi-platform and media opportunities PC,
    console, handhelds, PDAs, mobile
  • Recent rapid growth in virtual worlds MMORPGs
    eg. Linden Labs Second Life, Sony PS3 Home,
    Korean Cyworld Blizzards World of Warcraft,
    NCSofts Lineage II
  • Advent of advergames to augment viral marketing
    campaigns eg. UN Food Force
  • Various combos of the afore-mentioned.
  • Two main avenues
  • commercial off-the-shelf (COTS) (straight
    transfer/repurposed)
  • proprietary
  • Serious does not not innovative or fun!

5
Data issue
  • A lot of hype, but not much data.need for more
    robust quant research
  • Americas Army (2002) (now 7.6 million users)
    seen as first major SG
  • Market size for serious games? (Definition
    problem again)
  • Worldwide CG market 25 billion (Screen
    Digest/ELSPA 2006)
  • E-learning market estimated at more than US80
    billion (ITI Techmedia)
  • Serious games in USA estimated at 50 million
    (SGI, GDC 2006)
  • Potential market for serious games US700 million
    (ITI Techmedia)
  • Useful qualitative studies on learning impact
    use starting to appear
  • Teaching with Games (Futurelab/EA/ISFE, 2006)
  • Unlimited Learning (ELSPA/DFES, 2006)
  • Harnessing the power of video games for learning
    (FAS, 2006)
  • An Evaluative Review (Lancaster University, 2006)
    unpub.DFES study
  • Learning in Immersive Worlds (JISC, 2006)
  • Emerging Technologies for Learning Volume 2
    (Becta, 2007)

6
Emerging findings from the literature
  • Substantial potential for learning with games and
    simulations
  • Positive impact on higher-order learning skills,
    collaborative working
  • Seen as powerful tools for engaging disaffected,
    hard to reach groups
  • Speed of uptake in leisure contexts (particularly
    amongst young learners) has big implications for
    training/learning strategies
  • Games need to be embedded in practice with sound
    pedagogic principles design industry
    educators need to continue dialogue,
    experimentation
  • Popularity of Web 2.0/user-generated content
    needs to be factored in great opportunity to
    empower learners through game-based learning,
    active authoring, etc
  • More effective supporting materials needed to
    support teachers, practitioners also training
    to boost confidence, skills
  • Challenges remain in setting assessing
    specified learning objectives in learning
    contexts
  • More robust measures, more research, needed ...

7
Emerging trends, issues, from industry
  • Industry/academia spotting the market
    opportunities
  • Annual Serious Games Summits in Washington
    attract major US other government commissioners
  • Nintendo launches Dr Kawashimas Brain Training
    in Europe in June 2006 in UK top ten best-seller
    list for months (ELSPA ChartTrack, April 2007)
    Sony launches PSP in Education Initiative (March
    2007) also PS3 Home (March 2007)
  • ANGILS, first European networking trade
    association for serious games, formed in late
    2006
  • Emergence of Midlands cluster, including
    Birmingham Universitys, Coventry Universitys,
    interests in serious games
  • Yet much of industry remains sceptical
  • no mass-market appeal
  • show me someone who is making money out of
    this!
  • From industrys perspective, prospect of viable
    business models remains uncertain

8
Serious games - opportunity or threat?
Industry
Government
Opportunity
Threat
9
DTI Perspective
  • Broadband, Web 2.0/UGC powerful drivers
    individual consumers now potentially powerful
    publishers
  • Increasingly sophisticated digital media
    consumption in leisure contexts will impact on
    behaviour in work/study contexts
  • Implications for industry opportunities
    threats
  • Implications for educators more innovative
    tools, more media literacy
  • Implications for government procurement
    practices, innovative solutions re policy
    delivery
  • More collaborative pilot work needed between
    industry, govt academia
  • Strengthen the research evidence base, develop
    better quality measurement of impact
  • Further promote innovative practice, assist
    digital media inclusion
  • Develop better practice in collaborative models
    balance the investment risks - VFM solutions for
    government should not be exploitative industry
    needs reassurance that viable business models
    exist

10
Serious Games Group
  • Informal group set up by DTI in 2005 co-sponsors
    DFES MoD
  • Aims
  • Promote a co-ordinated approach across government
    on the use of serious games to deliver policy
    objectives
  • Create valuable constructive partnerships
    between government industry which lead to
    cost-effective innovative outcomes
  • Share knowledge and expertise, develop and
    promote innovative best practice, including more
    consistent evaluation criteria
  • Now has 11 members
  • DTI, DFES, Becta, MoD, DCMS, Scottish Enterprise,
    DEFRA, DoH, DfT, Food Standards Agency, Ordnance
    Survey
  • Current work
  • Mapping existing/planned government initiatives
  • Facilitating dialogue between potential
    government commissioners relevant industry
  • Developing strategy

11
Some current SGG member initiatives
12
Next steps for SGG
  • Broaden membership base across govt/public sector
  • Continue cross-Whitehall mapping
  • Finalise formalise strategy in 2007 involve
    Ministers

13
Quote from an industry insider
  • Serious games show that there can be dramatic
    interventions in new media which can have public
    service value
  • Andrew Chitty, Managing Director of Illumina
    Digital Vice-Chair (Interactive) of PACT (OFCOM
    /Westminster Media Forum PSP Conference, March
    2007)
  • Any questions?? Or
    examples??
Write a Comment
User Comments (0)
About PowerShow.com