Panel Serious Games Definition Science meets Business Conclusion httc Hessian Telemedia Technology Competence-Center e.v - www.httc.de Dr.-Ing. Stefan Göbel Stefan.Goebel@KOM.tu-darmstadt.de Tel.+49 6151 166149 generated by en.wikipedia.org/serious games KOM - Multimedia Communications Lab Prof. Dr.-Ing. Ralf Steinmetz (Director) Dept. of Electrical Engineering and Information Technology Dept. of Computer Science (adjunct Professor) TUD Technische Universität Darmstadt Rundeturmstr.10, D-64283 Darmstadt, Germany Tel.+49 6151 166150, Fax. +49 6151 166152 www.kom.tu-darmstadt.de Podiumsdiskussion-SeriousGames-SGC_2011.ppt author(s) of these slides 2009 including research results of the research network KOM, httc and TU Darmstadt - Otherwise as specified at the respective slide 9. März 2011
Serious Games Panel Participants Prof. Dr. Maic Masuch Uni Duisburg-Essen, Medieninformatik/Entertainment Computing Prof. Dr. phil. Linda Breitlauch Mediadesign Hochschule, Gamedesign, Düsseldorf Ruth Lemmen Bundesverband Interaktive Unterhaltungssoftware e.v., Berlin Thorsten Unger Zone 2 Connect GmbH, Meerbusch Oliver Klös ZDF, HR Neue Medien, Mainz Dr.-Ing. Stefan Göbel TU Darmstadt, Multimedia Kommunikation, Serious Gaming Serious-Games_SGC-2011 2
Serious Games Summary SGC 2010 A serious game is a game designed for a primary purpose other than pure entertainment. The serious adjective is generally appended to refer to products used by industries like defense, education, scientific exploration, healthcare, emergency management, city planning, engineering, religion, and politics. (en.wikipedia.org) Der Begriff Serious Game (deutsch: ernstes Spiel, Lernspiel) bezieht sich auf Spiele, die in einer virtuellen Umgebung stattfinden und die, wie die unterhaltungsorientierten Computerspiele auch, "Spaß machen", aber das primäre Ziel ist der Erwerb von Wissen und Können. (Duden, Neues Wörterbuch der Szenesprachen) Serious-Games_SGC-2011 3
Serious Games Summary SGC 2010 Approach Game technology & concepts + additional technology & science application domains Genre Educational Games Corporate Games Persuasive Games Health and Sports.. Serious Games are useful in all application areas Serious-Games_SGC-2011 4
Serious Games Summary SGC 2010 But Not everything is a Serious Game (training/simulation or learning 1.0 ) Statements & Feedback Serious Games are more than fun (B. Sawyer) Serious Games (designed vs. used) for a purpose (N. Falstein) Serious Games need game concepts & gameplay (jury SGA 2010/11) Not the aim to replace sport in nature (P. Schmidt, J. Wiemeyer) Accessibility should be considered (S. Uhling) Goal of SGC 2011 Continue process on Serious Games definition, because.... (as hypothesis) this has impact on the Serious Games market Serious-Games_SGC-2011 5
Serious Games Understanding What makes a good serious game? Which elements belong to a Serious Games (mandatory / optional)? Which games / applications are not Serious Games? Shall serious games make fun?.. at all? Serious-Games_SGC-2011 6
Serious Games Commerce Who pays for serious games? What appropriate business models (for all stakeholders) do exist? Why is it difficult to get numbers/market figures?.. especially in Germany compared to UK, France,..? Which potentials do offer serious games for economy?.. and which obstacles/reasons do exist (for not investing into SG)? Serious-Games_SGC-2011 7
Serious Games Research What are the grand challenges in serious games? How to satisfy end user/players expectations (in a cost-efficient way)? How to proof the benefit of serious games (in a measurable way)? Personalisation & adaptation, interfaces, usability & user experience,.. Which education programs (Master/Bachelor courses) are available? Serious-Games_SGC-2011 8
Discussion Questions & Answers Definition & understanding of Serious Games What makes/is a (good) Serious Game? What is not a Serious Game? Science and business aspects Quality does have its price budgets and pricing of Serious Games Grand challenges in Serious Games cost-efficient production of innovative, high-quality games beyond pure entertainment Next steps Necessary aspects for ongoing Serious Games definition process Serious-Games_SGC-2011 9
Conclusion Serious Games are promising, but not yet fully accepted & successful Clear definition and common understanding might support acceptance ( not hiding the term games) and enforce Serious Games market Sound (scientific) evaluations are necessary to show the positive effects ( argument for investments) Certificates and standards ( Serious Games quality label) (more) public funding is necessary to make it happen Next steps Slides & summary/contributions: www.seriousgamesconference.de Contact: stefan.goebel@kom.tu-darmstadt.de Next events: GameDays 2011, Sept 12-13, Darmstadt (itec 2011) www.kom.tu-darmstadt.de/en/research-results/technology-areas/multimediatechnologies/gamedays2011/ Serious Games Conference 2012, March 9, Hannover (CeBIT 2012) Serious-Games_SGC-2011 10