Sunday, November 29, 2009

Serious Games Futuring Medical Training In France

Serious Games allowing medical practice at no risks


Via: Serious-Game. fr - Pulse, The Flight Simulator For Medical Training, Finds a Partner In France

Building on the partnership with BreakAway Ltd., Interaction Healthcare extends its offer to adapt Pulse!! for medical training needs in France, resulting in a series of public projects.









Pulse!! is a serious game for learning complex medical practices and technical knowledge : diagnosis of all types of illnesses, ER services and complex surgical procedures.

Through immersion in a virtual environment which simulates complex situations such as medical history, physiological responses to drug treatments, etc., Pulse! validates the knowledge that could be acquired in traditional modes of learning.

A major player in e-health, specializing in strategy and implementation of communication tools and health training, Interaction Healthcare will deploy Pulse!! in France, building the following capabilities:

• Use the Pulse! platform to develop training modules tailored for medical practices suchas use of complex medical devices, surgical procedures e.g. obstetrics, use of new medical equipment, others.

• Design new training modules on healthcare issues such as prevention of diseases for the general public.

View current uses and applications of the Pulse!! Simulation Technology to better teach and train medical students and professionals in clinical decision making skills and diagnostic protocol. Game-based technology is impacting the way medical and healthcare organizations teach a new generation of learners.




Saturday, November 28, 2009

Serious Games Showcase & Challenge Finalists

Serious Games for innovative training solutions



Following my prior posting Serious Games Showcase & Challenge 2009 - Call For Entries, here are the 12 finalists selected by a panel of Serious Games leaders in the military, industry, and academic fields.

The Fourth Annual I/ITSEC will be held on November 30 - December 3, 2009, Orlando, Florida, USA and the Awards presentation will take place on December 03 at SGS&C Pavilion Booth 331 in three categories: Best Business Game, Best Student Game and Best Government Game.

Business Finalists

Conspiracy Code - 360Ed, Inc.


3D adventure game that teaches a full course of High School American history

The game is the first in a series of online game courses created by FLVS and 360Ed Inc., an educational game development company. The first Conspiracy Code course is worth a full credit of history and is equal to the state of Florida’s education standards. In this first course, students adopt the roles of fictional characters and must build their knowledge and understanding of American history to stop a vast conspiracy that is threatening to erase and change the course of history.

Ship Simulator Professional v2.0 – VSTEP


Low cost maritime training and game/simulation with an extensive library of military and civilian vessels in realistic sailing environments

Ship Simulator Professional is a new milestone for flexible, low cost maritime training and simulation. This next generation simulation tool features a collection of highly detailed vessels, ranging from large container vessels, oil tankers and inland push boats to navy frigates and ocean-going tugs, each with their own realistic ship dynamics. Each of the vessels can be operated in accurately modeled 3D port environments or open sea.

DimensionM 2009 -Tabula Digita


Immersive video game world that engages students in learning, applying and reinforcing over 200 different key math and algebraic concepts

DimensionM Multiplayer is the newest version of its immersive math video game for students in grades 3 to 12. This edition features expanded content, forcing users to draw upon more than 200 math skills as they navigate through its missions, with all mission curricula correlated to National Council of Teachers of Mathematics and state standards.

In addition, students can create their own avatars, and both students and teachers have access to reports and summaries that include information about students’ performance and mastery of mathematical concepts.

Vessel Damage Control Trainer - BN Technologies

Provides training on vessel damage control skills while reinforcing decision-making, communication protocol, situational awareness and shipboard navigation.

Agent Surefire - Infosec - Mavi Interactive, LLC


Immersive simulation/game to train employees on Clean Desk Policy and Information Security in their physical office space

Checkpoint Recon - Camber Corporation

A Rules of Engagement familiarization training game. The player roams freely in an Apache helicopter to exercise “tactical patience."

Student Finalists

Polyglot Cubed - University of Miami (OH)


Polyglot is an educational game prototype for learning languages. Aids in the retention of listening vocabulary; and improve comprehension of a variety of languages with minimal training

The game is designed around 6 rooms of floating, cubicle tiles. Each tile is assigned a foreign language word, and a pictographic representation of that word. The cubes are clustered by topic, usage, or form of speech to encourage contextual recognition and aid visual memory. The player must match the spoken word with the cube that corresponds to it.

Energy Wars - Rise of the Chimera - Queens University


Strategy/Action game situated on university campus. Allows area exploration, building capture and improvement. Balance capturing tricksters who are damaging an urban area with fixing those urban features to generate green revenue and to prevent future damage.

Energy Wars - Rise of the Chimera is GeoEduc3D first game prototype. It is an educational game situated in a real environment. The first version takes place on Queen’s University campus (Kingston, Ontario). The goal is to capture and upgrade buildings to be more energy efficient. Gamers can rely on energy engineer who runs around and surveys buildings. Meanwhile, enemy agents are trying to get buildings to waste energy! Energy wars can be seen as Monopoly with a sustainable development taste!

NihongoUp – Lycee Francais de Prague


A Japanese language reviewing tool that allows you to practice typing correct letter combinations and improve Katakana and Hiragana typing recognition speed, as you review Kanji vocabulary.

Please refer to my previous post Serious Games For Japanese Practice

Government Finalists

Procurement Fraud Indicator Mini Game - Defense Acquisition University (DAU)


Acquisition training focused on understanding of procurement fraud. Ethical dilemmas serve as indicators of procurement fraud. Students collect evidence, develop theories and question suspects in order to reach a conclusion.

Computer Based Corpsman Training System - RDECOM-STTC


CBCTS creates an immersive training environment for the Marine Corps. During the mission a corpsman must balance triage, treatment, and safety to successfully keep his patience alive and prepare them for evacuation.

Virtual Cultural Awareness Trainer (VCAT) - USJFCOM-JKDDC


Web-based, game-based training application that teaches cultural awareness using simulated missions. Automatically tailors program of instruction, according to their country of responsibility.

Thursday, November 26, 2009

Serious Games To Be Showcased at COP15


Serious Games As Love Letters to the Future



Heads up on a new ARG on climate change...only up for 3 weeks until the Copenhagen Conference on Climate Change!

Emmy® Award winning production company Xenophile Media in Toronto has recently produced "Love Letters to the Future", a new media project and Alternate Reality Game (ARG) designed to raise awareness about climate change.

The objective of the site is to collect a critical mass of love letters - messages about people's fears and hopes for the future, the stories they want to send to their children's children - to be showcased during the UN Climate Change Conference in Copenhagen this December, and locked in a time capsule to be situated in Copenhagen for 100 years.

In an interesting twist, a message from the year 2109 has been received on the loveletterstothefuture.com site, however it appears it is encrypted and needs to be unlocked.

It seems possible that the Love Letters, to be sent in the Time Capsule on Dec 13, 2009, have reached the future. The Time capsule was opened – and now someone is answering them back in this message!

There are signs that a number of clues planted on the site hold the key to unlock this message and it is believed that this message may provide evidence of the world as it is in 2109…

Submit your own letter to see the first clue!

You can leave a either text, a video or an image message.



Here is mine (misplaced in 2019) - but I've got a clue even so...


Serious Games For Hybrid Cities

Serious Games, Urban Gaming and Locative Media


Via: The Mobile CityThe Mobile City Project and Urban Gaming

Michiel de Lange highlights in his Blog the second issue of the RMIT University journal Second Nature, which is about “Games, Locative and Mobile Media”.

In the article, de Lange discerns five possible ‘levels’ to understand urban games: (1) the city is often used as a model to construct an architecture of computer and video games; (2) the city itself has historically been understood in multiple ways as a game or playground; (3) pervasive games take digital games out to the streets and bridge the digital-physical distinction; (4) (serious) games are used in the process of (re)building actual cities; (5) urban games are a metaphorical lens through which to look at utopian and dystopian futures of cities.

Article Excerpts

The Mobile City Project: Conceptualizing Cities As Physical/Digital Hybrids


De Lange states that is no longer possible to talk about the city as being only physical or local.

The geographical city, with its physical infrastructure, co-present social interactions, and diverse local cultures and identities, is overlaid with the “Hertzian space” of electronic communication-, information- and observation-networks of GSM, GPS, CCTV, UMTS, WIFI, RFID, and so on.

Nor is it possible to see the digital realm as purely ‘virtual’ (not real or not material). Increasingly, digital spaces are tied to geographical locations. ICTs are embedded into physical objects. The physical city and the spaces and practices of digital technologies merge into ‘hybrid spaces’.

The central issue raised by The Mobile City project is: what happens to urban cultures and identities when physical and digital spaces merge?

The Mobile City was founded by Martijn de Waal and Michiel de Lange, two PhD students from the Netherlands. The project aims to bring together professionals from various fields (academics, urban professionals, media designers, artists, telecom business, etc).

The Relevance Of Urban Gaming For The Mobile City

What is the relevance of urban gaming for the issues raised by The Mobile City project?

De Lange makes an analytical distinction between five domains or ‘levels’ where games and urbanism meet – one of them are Serious Games.

Here “urban games” are understood as games used in the process of (re)building actual cities, with Serious Games being employed for architectural design and spatial planning.

An example from the Netherlands is the game Baas op Zuid created by BBVH architects in cooperation with various public housing agencies.


The game was used to help in the redesign of two old neighborhoods in Rotterdam. Players are presented with a number of concrete design choices for their neighborhood to which they can interactively respond. They get instant feedback about the consequences of their choices.

For instance, more parking spaces at the expense of trees inevitably means more noise and visual pollution.

An overall score reflects whether these choices fit with the particular character and history of these neighborhoods. Outcomes were aggregated and sent to the planners.

Other disciplines too now turn to “play” for urban design.

The 2008 event Urban Play organized by Dutch design collective Droog explored the role of designers in shaping the urban landscape.

Nineteen designers were commissioned to create playful urban design interventions.


The Urban Play project believes that street-level inventiveness, energy and innovation is the future of creativity in the city. It aims to be a catalyst to inspire creativity in the public domain.

A weak point in this project was that instead of employing design quite literally as un-coding (and re-coding) pre-inscribed urban situations, the majority of projects only provoked reactions instead of lasting co-creations.

According to de Lange, the question remains open whether Serious Games actually work in making participatory reinvigoration of cities more fun, or are simply what they are: just play?

Michiel de Lange concludes the article by saying that these five levels where games and urbanism intersect cover a wide spectrum of possible meanings of “urban games”.

The Mobile City will keep an eye on ‘urban games” in this very broad sense to better understand their central inquiry: what happens to urban cultures and identities when physical and digital spaces merge?

More information about The Mobile City: http://www.themobilecity.nl

About Urban Games

Via: How Urban Gaming Works

As new technologies evolve and mature, they infiltrate our lives in ways we don't necessarily expect.


Photo courtesy Blast Theory
An urban gamer playing "Uncle Roy All Around You"

People around the world have been putting these technologies to innovative use, creating "experiences" in public settings that are part game, part performance art, and part sociology experiment.

Dubbed urban gaming, these activities can range from recreating the 80s video game "Pac-Man" on a human scale in New York City to hiding "treasures" in state parks for people to find via GPS.

Urban gaming is such a new phenomenon that a strict definition is hard to come by. All urban games have a few things in common, however. They all take place in public spaces. Often this is a city, or a defined area within a city, but some games take place in wilderness areas, such as state parks and other publicly accessible places.

The play space is always much larger in scale than traditional games -- in fact, it could be said that they occur at "human scale," rather than a miniature scale on a tabletop, or as an abstraction in a computer game.

Finally, all urban games incorporate communication technology, such as cell phones, GPS receivers, digital cameras, and the Internet.

The organizers of urban games, also called "location-based games," often have more lofty goals in mind than enjoying new technology.

The potential benefits of urban gaming are numerous. The social interaction and feelings of adventure when out exploring new settings or working to solve puzzles can be very rewarding.

These social forces can have dramatic repercussions for the city.


Wednesday, November 25, 2009

Educational Technology Conference in Florida


Serious Games challenging us to play a better education


The Educational Technology Conference in Florida
January 12-15, 2010
Orange County Convention Center, Orlando, Florida

PRESS RELEASE

Chatsworth, Calif. – More than 400 of the nation’s top technology companies, dozens of global experts on educational technology, thousands of educators and a well-known actor and environmentalist will converge on Orlando, Fla., in January when FETC 2010 convenes for its 30th anniversary conference.

Teachers, administrators, technology enthusiasts, bloggers and Web 2.0 experts have begun planning and registering to attend FETC 2010, one of the nation’s oldest and largest conferences devoted entirely to educational technology. The conference, which will be held at Orlando’s Orange County Convention Center January 12-15, provides K-12 educators and administrators an opportunity to explore different technologies across the board, while increasing their familiarity with the latest hardware, software and successful strategies promoting student technology use.

The conference includes dynamic speakers, exhibitors and events, as well as the highly anticipated Opening Keynote Session on Jan. 13 which features Ed Begley Jr. – actor, environmental activist and star of the Planet Green series, Living with Ed! Begley will speak on the importance of education and personal responsibility for the environment.

“FETC is a great opportunity for educators from around the country to explore the latest in educational technology through workshops, speakers and hands-on experiences,” said Michael Eason, executive director of FETC. “Not only do attendees have the opportunity to learn about best practices from national experts, but they can also see and purchase the latest innovations in classroom technology from more than 400 exhibitors.”

FETC is known for being one of the most comprehensive and progressive ed-tech conferences in the country. This year’s conference will present more than 200 concurrent sessions and 80-plus ticketed workshops focusing on hot-topic areas such as 21st century skills, accountability, community connections, digital content, future and emerging technologies, virtual learning and many more. In addition, educators will be able to find solutions for working with tight budgets, improving curriculum and effectively integrating technology into the classroom.

New to this year’s conference is a “Brown Bag and Pre-Keynote Session” which will give attendees a first glimpse of the newest tech tools before the Opening General Session. Three of the nation’s foremost education technology leaders – Hall Davidson, Leslie Fisher and John Kuglin – will share their personal favorites while attendees enjoy a brown-bagged lunch. The 90-minute session will conclude with participants casting votes for their favorite “must have” ed-tech tool.

In addition to the keynote address, the conference will again present the signature “Eye-Opener Keynote” series, which are held each morning prior to the start of the session/workshop day. These informal, early morning gatherings feature inspirational speakers and innovative topics designed to generate thought and discussion throughout the day.

“Today’s economic and budget challenges make it even more essential for educators and administrators to attend professional development events such as FETC in order to learn about best practices and tools for extending limited resources,” said Eason.

“Technology offers a way to do more with much less, and attending FETC is the best investment the budget-conscious educator can make in today’s economic climate. Plus, there are many resources, including American Recovery and Reinvestment Act (ARRA) and Title I and II monies, available to help defray some of the costs of attending.”

The $4.35-billion Race to the Top Fund, which is part of the 2009 ARRA, is the largest competitive and federally-funded investment in school reform. The plan rewards schools for past accomplishments and creates incentives for future improvements. According to the U.S. Department of Education, one of the ways this federal stimulus money can be used is to recruit, retain, develop and reward effective teachers and principals. For more information on federal funding, go to www.ed.gov and search “ARRA.”

For more information on FETC 2010 – including a detailed list of sessions, exhibitors, ticketed workshops and registration information – visit http://www.fetc.org./

FETC, a division of the 1105 Media Education Group, is owned by 1105 Media, Inc., a leading provider of integrated information and media in targeted business-to-business markets.

About 1105 Media, Inc.

1105 Media, Inc. provides integrated business-to-business information and media to qualified professionals in the public, academic and private sectors focusing on technology, products, policy, regulation and news delivered through an assortment of media including print and online magazines, journals and newsletters; seminars, conferences, executive summits and trade shows; training and courseware; and web-based services. The markets served by these offerings include Government, Education, Network & Enterprise Computing, Business Intelligence, Office Equipment, Industrial Health & Safety, Compliance, Security, Environmental Protection, Water & Wastewater and Home Medical Equipment.

1105 is based in Chatsworth, Calif., with primary offices throughout the U.S. and more than 350 employees. The company was formed in April 2006 by Nautic Partners LLC, Alta Communications and President & CEO Neal Vitale.

Note: Media representatives interested in attending and covering FETC 2010 can register online at http://www.fetc.org/ (click “Press,” then “Credentials”) or on-site in room W203B of the Orange County Convention Center. FETC 2010 will feature an on-site Press Room where registered media representatives can schedule interviews, work stories or just relax. The Press Room will be open Wednesday, January 13 (10 a.m. – 5 p.m.); Thursday, January 14 (8 a.m. – 5 p.m.); and Friday, January 15 (8:30 a.m. – 4 p.m.). Media representatives are required to register and will not be admitted into any FETC venues without a badge issued by FETC press staff. There is no cost for media registration.



Serious Games Empowering Energy Efficient Citizens

Serious Games engaging people to save energy and reduce carbon emissions

KiotoTV

Via: OuterArc – Serious Games to Make Energy Use More Visible in Your Building

OuterArc wants to make the world a more energy efficient place to live.

The Effectiveness of Feedback On Energy Consumption

Their survey reveals that employees want to do their bit and are increasingly seeing saving money around the workplace as part of their responsibility. This could help most businesses to save up to 20% on energy bills.

The norm is for savings from direct feedback (direct from the meter or an associated display monitor) to range from 5%-15%.

OuterArc believes engaging employees and occupants is the best way for organizations to make an immediate impact on reducing energy and carbon emissions. OuterArc provides Serious Games to do this. By giving people easy to digest info and targets they make people think.

KyotoTV is their first low cost, high impact application, providing feedback on energy usage throughout corporate buildings.





OuterArc vision is to create a software platform which allows organizations to engage their employees to save energy and reduce carbon emissions. They do this in a way that provides easy to digest information, reaching everyone throughout their day and actively encouraging participation.

According to the website, to get data into their application, they put in a simple device that collects data from customers’ meters. They are also working on an API, which details are to be available soon.

They can accommodate customizations and bespoke designs. Pricing details will be up on the website soon.

Customer Showcase
 
No.1 Nottingham Science Park
 
One of the coolest looking buildings in Nottingham developed by Blueprint and based at the Science Park.
 
No.1 has been one of OuterArc’s pilot sites from the beginning.
 

Take a look at the building website for more information.

Highfields Automotive & Engineering Centre

Castle College's major partnership with Toyota GB has enabled the construction of the Highfields Automotive & Engineering Centre, located at Nottingham's Science Park.

This landmark building will become a centre of excellence in automotive training, providing a national centre for Toyota's Apprenticeship Academy as well as offering a range of courses for up to 600 Castle College students. The £14 million project is part funded by the Learning and Skills Council Nottinghamshire and East Midlands Development Agency East, with financial support from Nottingham City Council.

The building has also been one of OuterArc’s pilot sites.




Serious Gaming With TV Online Communities



Serious Games combining online communities and TV experience simultaneously



 Via: Marketing & Strategy Innovation Blog - How Online Communities Are Changing the Way We Watch Television

by Matt Rhodes on 23 November, 2009 - 09:06

Matt Rhodes from FreshNetworks Blog has posted a series of examples of online communities in the TV industry, looking at the way ‘old’ and ‘new’ media combine and how television broadcasters and production companies are working with online media.

The examples he chose were all of ways in which online communities can be used to provide an additional set of experiences for a viewer, often after a programme has aired.

Matt Rhodes states that watching TV is almost always a social experience. We talk to the people in the room with us. We talk to our friends on the phone, by instant messenger or on Facebook. We talk to people with similar interests in forums and chat rooms and some TV programs make us want to do this more than others.

Matt reminds us that the TV industry has a relatively long history of online communities – both fan sites and sites sponsored by the brand itself. What is more, there is a real rise in people discussing TV programs whilst they are being broadcast – people combining the online community experience and the TV experience simultaneously.

“We no longer watch a program with friends and relatives and then discuss it with others the next day or read reviews in newspapers”, he says; “We discuss and share our opinions in real-time through social media. The discussions and chats that accompany the show are, for the viewers, an integral part of the experience. By integrating chat and social functions into their sites, the broadcasters are hoping to recapture the viewers’ attention and give them the full experience they want.”

Can they?

Examples Of Online Communities In The TV Industry

In a series of posts, Matt provides a most comprehensive list of examples of online communities in the TV industry.

These communities all have one thing in common – they provided an additional set of experiences for a viewer that enhance or extend their experience with the programme. They are for people who enjoy the programme and who want to engage more or find out more.

Here is a small sample.

Live Shows

Two live shows in the UK have been experimenting with this use of social media tools: Live TV and real-time chat: X Factor and Strictly Come Dancing.





But other examples show how this use of online communities to enhance TV programs is not restricted to live programmes.

Heroes



Heroes is a well-known case study of how a range of online community and social network tools can be used to support a TV show. It is also a good example of how a hub and spoke approach to social media strategy can be most successful. As well as a central hub (NBC’s Heroes site) they had presences in a range of spokes – other social networks and sites where viewers and fans might be. This approach allowed them to engage with users in a place and in a manner that was appropriate to them, but also to bring them back to their own site where they could share their interest for the show and meet people like them.

Rate My Space



Home and Garden Television (HGTV) in the US set up their Rate My Space online community to accompany their broadcast schedule. The concept was originally very simple. Users could upload an image and brief description of a room or part of their house that had been renovated. Others could then vote for or comment on these images.

Come Dine with Me




Come Dine with Me is a popular cooking competition show on Channel Four in the UK. The concept is simple but addictive: four contestants host a dinner party for the other contestants on four subsequent evenings. Each host is rated by the other contestants and the person with the highest score wins. It’s a show that has always attracted a lot of discussions online as a quick Twitter search shows. Channel Four has now capitalized on this by hosting its own discussions on its site whilst the show is on air.

The Channel Four online community now allows people to do this in real time and on their site whilst the show is on air. They allow you to score each contestant against a set of criteria (and see the average score given by your fellow community members). They allow you to chat about what’s happening on screen and the host of the chat prompts you to discuss what is happening right now.

According to Matt Rhodes, the way we watch television is changing. Online communities are changing it. They add a new, social dimension to actual viewing experience. In time more and more programmes will be accompanied by online discussions and debates in this way. It will become the norm for many people to sit in front of two screens rather than just one.

Tuesday, November 24, 2009

GKs: Adapting A Social Media Game To Youth Education Context


Serious Games helping young people to think strategically about the media they consume



Via: Global Kids Digital Media Initiative - Transmedia Challenge Game Show for New Media Education

Rik Panganiban, Assistant Director of the Online Leadership Program at Global Kids, a NYC-based nonprofit that empowers young people with technology to be better students and global leaders, has just published a most interesting post Transmedia Challenge" Game Show for New Media Education.

In this post, Rik explores the possibility of adapting the World Series of Tubing game framework to a youth education program in ways that would be fun and engaging.

The World Series of Tubing: YouTube War is an augmented reality game that is played in front of a live audience and pits two contestants in a competition to see who can present the most popular YouTube viral video



The judgment of the audience is based on pure emotional hooks, which one entertains more.

But Rik thinks there are ways to adapt this social media game framework to a youth education program in ways that would be fun and engorging.

The Transmedia Challenge would be designed to help young people think critically and strategically about what messaging and content comes through in the various media they consume and how to make thematic and narrative connections across media.

The rounds might be designed around both particular kinds of social media and around particular themes or topics. Teams decide together on their best pick, and then present them to the game show host. The winner might be decided by an audience or panel of judges. For the two finalists, they would enter a "bonus round" mixing together different kinds of media. Each team would be given a story to tell using multiple kinds of social media.

This might be a fun culmination of a semester or year-long exploration of social media by young people, as a way of demonstrating their learning.

Supported and hosted at Eyebeam Labs, you can find out more about "World Series of Tubing" art/tech project here.

Serious Games Online Jam Is Now Open

Getting people to talk about Serious Games for socially responsible purposes


Profit Seed game creates socially-responsible interactions

Via: Serious Games Jam (BETA)

Forum is now open!

The Serious Games Jam has opened on Sunday 22nd of November at midnight (GMT time) and will close on Friday the 27th.

Register to participate, join the discussions, and you could win the new 8GB iPod Nano!!!!

Topic - How can we use games for socially responsible purposes?

The Serious Games Online Jam provides an online collaborative space for those interested in Serious Games to discuss, debate and vote on four different Serious Games topics per year. These include Government, Energy, Health, and Finance.
 
Participants have the opportunity to post discussions, learn about the current movements and growth areas, and make connections with other participants.
 
After the Jam session closes, all participants will receive a summarized analysis of the discussions.
 
The Serious Game Online Jam runs every quarter and the site remains active in between times, giving participants the opportunity to make connections and provide insights. The forums are divided into different topics that are announced prior to the Jam.
 
The selected topic for Q4 2009 is “How can we use games for socially responsible purposes?”
 
The Serious Games Jam has opened on Sunday 22nd of November at midnight (GMT time) and will close on Friday the 27th.
 
How does it work?
 
Forums and Message Boards

Posting ideas, commenting on other people’s inputs and thoughts is the essence of the Jam. It’s simple to input onto the message boards and forum! If you haven’t already registered please follow this link.
Shoutbox

Just grabbing a quick five minutes? Got something to get off your chest? Use the Shoutbox. A quick, easy way to participate in the Jam, just type your text into the shoutbox and.....shout!

Karma

The more you participate in the jam, the more input you make, the more your Karma increases.

Karma works differently that a normal star rating system. If you like the post or the reply, just give a ‘thumbs up’, otherwise give nothing or even worse ‘smite’ the author. As an anti-spam measure you can only give Karma to one user every six hours.

Who is it for?

Target audience ranges from Serious Games developers and users, to those considering Serious Games as the next innovative way to train their people with everyone having the chance to contribute.

The Serious Games Jam will run for five days, that’s 120 hours of pure constant online Jamming, making this online jam a most exciting contribution to discussions around Serious Games. It will also give you the chance to connect with other people to gain insight and knowledge around current topics and post any questions you have about Serious Games.

At the end of the Jam session, information will be gathered, analyzed and used to help steer developments through 2010.

The Serious Games Jam is for companies, large and small, individuals, researchers and developers that want to communicate in a new and thought provoking way. It is for those who want to make valuable contributions to the area of Serious Games and help turn those ideas into actions.

Why participating?

Over the past few years, public and private sector organizations have been exploring the potential of Serious Games and trying to understand how this technology can be successfully utilized within business and education. Serious Games have the potential to benefit organizations in a number of ways, for example, increasing capability, helping link learning to a real world context and raising productivity.

Participants in the Jam shall benefit from:

• Interacting with thought leaders and experts from around the globe who share their commitment to make valuable contributions to Serious Games

• Learning about new opportunities, best practices and growth areas for Serious Games

• Sharing ideas about key issues faced within Serious Games and ways to overcome obstacles

• Helping shape ideas into actions to create successful and effective Serious Games solutions


Sunday, November 22, 2009

Mobile Serious Games For Job Search

Serious Games intervening in the field of employment



Nathalie Kosciusko-Morizet, Secretary of State in France and responsible for the development of the digital economy, presented Monday, October 26, 2009, the winners of the call for projects Proxima Mobile

Proxima Mobile is the first portal for innovative services - useful applications and services of general interest - free and accessible from mobile phones connected to the Internet.

As more and more people are accessing the web from their mobile phones (according to a Médiamétrie recent study, nearly 16% of French were equipped with a smart phone in the second quarter of 2009, against 11% three months earlier ), all projects selected for Proxima Mobile are intended to meet three main objectives:

1. Creating a portfolio of useful mobile services to all citizens

2. Allowing a less connected audience (elderly or disabled persons) to benefit from wider applications and services relevant to the mobile Internet

3. Promoting mobile Internet services as a strategic issue for all players in the digital economy

Out of 250 projects submitted, 68 were selected.

One of the winners was Job Quotes (Cite Job), intervening in the field of employment. The project, developed by a a consortium led by the GENIOUS Group in partnership with the Cité des Métiers, Lirmm and Daesign, a leader in the European Serious Games market, offers a mobile platform focused on employment and training.

The project aims at providing a real-time response to issues like job search  and professional development. It is also possible for the player to configure his/her personal mobile site to include the resume and personal data.

Native applications will be dedicated to employment inquiries, including a mobile Serious Game that will draw heavily on other applications developed by the company Daesign (please find also my previous post Serious Games Developing Soft Skills).

The mobile Serious Game will utilize 3D real-time simulations for evaluation of competencies and training, enabling players to interact in a virtual environment and choosing the right attitude and behavior during job interviews.

Saturday, November 21, 2009

Serious Games Meet Mobile Marketing With Barcodes



Serious Games scanning life



Following my prior post Serious Games Combining MR And Mobile Tagging, I’ve decided to further explore how mobile tagging and barcodes are to change the future of marketing - and ads to become Serious Games-like.

Mobile marketing is an emerging practice that consumer goods companies can tap to provide a dynamic experience for their customers. With IDC predicting that converged mobile devices or smart phones will grow 8.9 percent worldwide in 2009, consumers are eager to do more than just make a call with their mobile phones.

Gaming, mapping and location, entertainment, news, and social networking applications have taken off, according to IDC, and this is creating a wave of opportunity for new innovations that enable consumers to instantly track, find, know and connect with their mobile phones.

Marketers considering tagging tactics quickly discover a large and muddled technology and provider landscape. Traditional advertising is instantly transformed into a multi-media experience when advertisers incorporate 2D barcodes into their marketing mix. Any product, magazine/newspaper, retail display or billboard with a 2D code can provide access to real-time product or service information, downloadable content or mobile commerce transactions.

See how it works in Okari Mobile 2D Barcode Presentation: 2D Barcodes - The Fabric Of Universe



Camera Phones To Function As In-Store Sales Assistants



Dennison Corporation and Scanbuy, Inc. have joined forces to produce a new mobile merchandising solution that uses camera phone technology to enhance consumers’ in-store shopping experience and boost retailer profitability.

The solution, to be marketed by Avery Dennison through its worldwide network of service bureaus, ticketing centers and sales offices, connects the company’s line of retail labels with Scanbuy’s ScanLife™ Client application and ScanLife Code Management Platform to allow retailers to communicate with consumers while they shop.

By combining technologies, Avery Dennison and Scanbuy will provide consumers with a completely interactive shopping experience that links millions of ticketed apparel items directly to mobile information.

Avery Dennison's mobile-merchandising solution utilizes Scanbuy’s existing ScanLife application to facilitate the capture of 2D barcodes. ScanLife, which can be used on over 250 million mobile phones and is compatible with hundreds of different phone models worldwide, supports all major operating systems. In addition, the ScanLife application is pre-loaded in certain global regions by leading wireless manufacturers, such as LG, Nokia and Samsung.

The solution can be used in a number of ways, like giving sales suggestions for accessories or compatible items. For example, scanning a 2D barcode on a red dress can give the shopper images of a model wearing the dress, along with matching shoes, handbag and scarf that are available in the store.

The solution will use EZcode™ (2D barcode) technology which can be produced on existing labels in smaller physical sizes, making them a discreet component on nearly any size item.

Barcodes Make Print Ads Interactive



BMO Capital Markets, the investment and corporate banking arm of BMO Financial Group, has introduced 2D barcodes in select versions of its weekly advertisements.

Using the camera on their mobile phone or PDA, readers of The Wall Street Journal can use a special free application to photograph an ad's barcode, which then activates the device's browser and links directly to a customized page on the BMO Capital Markets website. The barcodes, known as EZcodes, are expected to grow in popularity for their ability to engage a targeted audience instantly with an advertisement's interactive message.



The first BMO Capital Markets ad to utilize the 2D barcode technology appeared on the front page of the Money & Investing section of Wall Street Journal, on August 7. Titled "Good Health," the ad highlights the firm's ninth annual Focus on Healthcare Conference which took place in New York. Readers who photographed the 2D barcode were linked to the conference archive web page, which contains webcast presentations, research reports and marketing materials on the more than 75 companies that presented during the event.

The barcodes, called EZcodes and created by ScanLife, bring readers to a customized Web page that offers additional information touched upon in print creative.

Mobile users must first download a free application at Scanlife.com for the ball to start rolling. Consumers then use that App, along with their camera phone, to take a picture of the 2D barcode. Readers are then directed to a designated Web site.

The ad for BMO Capital Markets ran on the front page of the Money & Investing section of Friday's Wall Street Journal.

Microsoft Mobile Tagging - Mobile Marketing Innovations that Drive Sales

Microsoft is providing businesses with a whole new way to take advantage of mobile marketing opportunities that link consumers to the digital world with Microsoft Tag solution. Made available to the general public for free beta download in the United States on Jan. 7, 2009, their new software capability is made to enable consumer goods companies and other marketers to engage with consumers in meaningful and creative ways via mobile phones and to measure the effectiveness of that engagement.


Link mobile campaigns to print ads, billboards, and product packaging


Link print advertising to an online campaign



Link ads and posters to movie trailers and show times



Put a link on signs and flyers to market that real estate



Link people to your profile, blog, site, or contact information



Consumers Can Use The Camera Of Their Internet-Enabled Mobile Phones To Snap A Tag

Without having to type long URLs or text short code, consumers can use Microsoft Tag to connect to mobile content such as product information, promotions, music, video, ring tones, free text and more. Because Tag is available for a wide variety of phones including many consumers can benefit from this technology. Consumer goods (CG) companies can use MS colorful, two-dimensional tags to turn cell phones into "sell" phones that assist in the promotion and sale of products.

By transforming traditional marketing media into live links, they can provide detailed information, promotional offers and entertainment online.

Tags as tiny as 5/8" can be included on all kinds of material: the Web, shelf cards, e-mail, calendars, mapping, social applications, paper coupons and promotions such as T-shirts and magnets. Since consumers can share the content that they accessed with others in their communities, CG manufacturers can benefit from positive viral buzz for their brands.

Another plus is that Microsoft Tag can support more effective decisions about marketing spending. By accessing which tags are being read when and where, CG companies can use the detailed impression activity that's available at the back-end Microsoft Tag campaign management site for analysis and timely action. If an offer isn't delivering results or if the promotion needs to frequently refresh, CG companies can create a single tag for the special and update the offer as often as necessary. It's as simple as changing the content of a web page.