Saturday, April 30, 2011

Vanished: MIT Serious Game Makes The Use Of Real Scientific Methods Binding


Serious Games challenging us to play a better education

 
Vanished is a special science-mystery Serious Game created by MIT researchers on behalf of the Smithsonian Institution, as a novel experiment in alternative science education

Via: MIT Comparative Media Studies - Learning Science Through Gaming

Vanished" is a two-month-long game, which debuted the week of April 4 and will end by May 31, 2011, meant to inspire engagement and problem solving through science and intended for middle-schoolers aged 10 ½ - 14 years. Players can sign up any time, since the game provides recaps to cover what was missed. Participating in Vanished is free, and players can spend as much or as little time as they want.  

The premise is that people living in the future have contacted us in the present, to answer a question: what event occurred between our time and theirs that led to the loss of civilization's historical records?

Students must decode clues in hidden messages, and in response find and provide information about Earth's current condition, such as temperature and species data, to help people in the future deduce what wound up happening.

Vanished  is intended to take the problem-solving and critical-thinking skills kids often develop playing other forms of videogames, and translate those habits into a scientific context; the goal is to help students experience science as an engaging process of mystery and discovery.

Developed and curated by MIT's Education Arcade and the Smithsonian Institution, Vanished also provides a unique opportunity for players to collaborate with Smithsonian scientists, MIT students, and their peers online.


More than 5,000 students have registered for Vanished and approximately 4,000 messages are being posted daily on the site's forums, where participants discuss clues and share information.

Players can only solve the mystery by using real scientific methods and knowledge to unravel the game's secrets. Most of Vanished investigations take place at the computer, or collecting scientific data in player’s backyard or school yard. 

Students can also hunt for clues at 17 Smithsonian-affiliated science museums nationally. Participants may or may not have a museum in their area. However, museum events are optional: players can have a full experience even if they don't go to a museum - they can attend online videoconferences with Smithsonian scientists instead.


A mini-game in the Serious Game Vanished teaches kids about how organisms interact in an ecosystem.
Credit: MIT Education Arcade


There aren't prizes in Vanished - the reward is solving the mystery together.  The ending of the story can only be discovered with the help of the players' investigations!

MIT researchers hope that participating in Vanished will help break down myths among students, and help them realize that in asking questions and hunting for information, they are performing tasks central to science.

A Model For The Future

The creation of Vanished took place after the MIT researchers won the grant to develop the game from the National Science Foundation (NSF) in 2009.

The NSF has an interest in projects such as Vanished due in part to the agency's findings, over many years of research surveys,  that much of the public science knowledge comes from outside the classroom. The grant for developing the game came from the NSF's program in Informal Science Education, which seeks new ways to interest students in science.


Scot Osterweil, research director of MIT’s Education Arcade, is one of the masterminds behind the game. 

As Osterweil says, "We're convinced that game playing is a lot like science: there is problem-solving, exploration, collaboration, hypothesizing, testing and learning from your failures.”


Vanished was produced by a team of researchers in Comparative Media Studies and several students in MIT's Undergraduate Research Opportunities Program (UROP). The MIT researchers hope to use the game as a model for the creation of future online science-education tools, and have created metrics to assess its performance.


GameDays 2011: Serious Games for Education, Sports and Health


Serious Games challenging us to play better health

 
Conference venue: Congress Center of Darmstadt
Call for Papers: GameDays 2011
Serious Games for Training, Education, Health and Sports

Darmstadt, Germany
September 12-13

Via: The International Society for Presence Research (ISPR) - Call: GameDays 2011 – Serious Games for Training, Education, Health and Sports

The GameDays have been established in 2005 as “Science meets Business” event in the field of Serious Games, taking place on annual basis in Darmstadt, Germany, aiming to provide an information and cooperation platform that brings together academia and industry and discussing latest trends, challenges and Serious Games potential.

Since 2010, the academic part has been emphasized resulting in a first Int’l workshop on Serious Games for Sports and Health with workshop proceedings and a special edition with selected papers in the Int’l Journal for Computer Science in Sport.

This year, the spectrum of topics is broadened and the different facets, methods, concepts and effects of game-based learning and training are covered as well.

Scientists and practitioners are cordially invited to present their latest research achievements and best-practice results and to submit full papers (e.g., surveys, new research approaches including related work, new concepts and at least first user studies), short papers (e.g. best-practice results or new ideas and concepts, not necessarily proven with an evaluation study), demo papers (description of games, products and prototypes) or poster presentations (new ideas, research approaches, etc.).
Following the tradition of the GameDays 'science meets business' event series, a fruitful exchange between science and industry is intended.

Important Dates

•Paper submission due: June 15, 2011

•Notification of acceptance: July 15, 2011

•Camera ready version: August 15, 2011

•Conference: September 12-13, 2011

•Conference venue: Congress Center of Darmstadt

Friday, April 29, 2011

Bill & Melinda Gates Foundation To Support Educational Serious Games

 Serious Games challenging us to play a better future


Via: PR Newswire - Gates Foundation Announces Portfolio of Innovative Grants to Develop New Teaching and Learning Tools that Support Teachers and Help Students

As per my prior posts Imagine Cup: Serious Games To Imagine a Better World (2007), Environmentally Themed Serious Games via Xbox Liveand more recently Imagine Cup 2011 US Finalists: Serious Games To Change The World (2011), Bill Gates has long ago stepped into, or at least “been dating”, the Educational Serious Games Market.


Imagine Cup is the world's premier student technology competition that challenges students to build life-changing projects that can ultimately transform the world.

Microsoft created the competition nine years ago as a way to highlight and recognize student innovation around the globe, as well as inspire more young minds to study technology. Each year, the projects have become more inspirational and impactful. Students who participate gain real-world skills that help them in school, in their careers or even as they commercialize their projects, all while tackling global problems.


Over the years, project teams have had the chance to share their world-changing Serious Games, where players take on the role of city planners, help find alternative energy solutions, end poverty through the use of advanced technologies, save the world from a worldwide epidemic, clean up contaminated rivers or end deforestation.

According to Microsoft Vice President of Developer and Platform Evangelism Mark Hindsbo, projections show there will be about 1.2 million computer specialist jobs in the United States in 2018. Yet current trends show that the United States has only half the number of college graduates needed to fill those positions. Also, only about 15 percent of U.S. undergraduates are studying science, technology, engineering and math (STEM) compared to two or three times as many in countries such as India and China.

Now, the Bill & Melinda Gates Foundation announced a suite of investments, totaling more than $20 million, focused on identifying and expanding promising cutting-edge learning resources that support teachers and students and bring innovative new instructional approaches into America's classrooms.

These investments support the development of of game-based learning applications (Serious Games); math, English language arts and science curricula built into digital formats; learning through social networking platforms; and embedded assessments through a real-time and engaging environment of experiences and journeys.

Here is the full PRESS RELEASE

SOURCE Bill & Melinda Gates Foundation

SEATTLE, April 27, 2011 /PRNewswire-USNewswire/ -- The Bill & Melinda Gates Foundation announced a suite of investments, totaling more than $20 million, focused on identifying and expanding promising cutting-edge learning resources that support teachers and students and bring innovative new instructional approaches into America's classrooms. These investments support the development of game-based learning applications (Serious Games); math, English language arts and science curricula built into digital formats; learning through social networking platforms; and embedded assessments through a real-time and engaging environment of experiences and journeys. All these promising resources are aligned to the Common Core State Standards, which are college- and career-ready standards being implemented in more than 40 states.

The Pearson Foundation, one of the major partners in this work, today is also announcing the development of its complete digital curriculum to support the standards. The foundation is pleased to work with Pearson Foundation by providing research and $3 million in funding to help make these tools widely available. In addition to the Pearson Foundation, the foundation is also partnering with Educurious Partners, Florida Virtual School, Institute of Play, Reasoning Mind, Quest Atlantis, Digital Youth Network and EDUCAUSE to develop and promote new applications for learning and assessments aligned to the Common Core State Standards.

"Teachers are telling us what they want, and we are listening," said Vicki L. Phillips, Director of Education, College Ready, at the Bill & Melinda Gates Foundation. "We believe these exciting world-class tools have the potential to fundamentally change the way students and teachers interact in the classroom, and ultimately, how education works in America."

A significant part of these investments announced today include supporting work to build a complete system of digital courses aligned to the Common Core State Standards. The Pearson Foundation, the philanthropic arm of Pearson, the leading learning company, is developing 24 online math and English language arts courses to help teachers and principals implement the standards. These courses will be delivered through a combination of technologies, including video, interactive software, games, social media, and print. Funding from the Bill & Melinda Gates Foundation will support the development of this robust system of courses, including four— two in math and two in English language arts—to be available at no cost on an open platform for schools.

In addition, with a $2 million grant, Florida Virtual School, the nation's first statewide, Internet-based public school, will also develop four new digital courses aligned to the Common Core State Standards. These include two literacy-based and two math-based courses that are contextualized within disciplines, such as engineering or writing in the natural sciences.

The foundation's $742,996 investment in Reasoning Mind offers teacher professional development and online elementary math curricula that build algebraic thinking, will pilot a program that makes a single effective math teacher available across multiple classrooms. If successful, one Reasoning Mind-trained teacher can affect the math scores and proficiency of 250 students using the program in different grades at several schools. A Reasoning Mind classroom is a hybrid of online and face-to-face instruction, where the teacher gives each child individual help and attention.

"Technology has advanced how we do so many things today," added Phillips. "Yet, instead of transforming our schools, technology has generally been placed on top of antiquated models. These new cutting-edge applications have the potential to inspire students and engage them in the way they naturally learn, while giving teachers the flexibility to be creative in their craft and customize tools to their students' needs."

The foundation is also investing in several game-based learning tools:
·         $2.6 million for iRemix, which is being developed by Digital Youth Network. It will be a set of 20 literacy-based trajectories that allow students to earn badges and move from novice to expert in areas like creative writing.
·         $2.5 million to Institute of Play will build a set of game-based pedagogical tools and game design curricula that can be used within both formal and informal learning contexts.
·         $2.6 million to Quest Atlantis is creating video games that build proficiency in math, literacy and science. 
 All these applications will support the Common Core State Standards.
In addition, a $2 million grant to Educurious Partners will help develop high school courses in biology, freshman literature, and Algebra I through a social network Internet application. The application will allow students and teachers to collaborate with a variety of experts who are working in professional fields that are relevant to what the students are learning in the courses. These courses will also support the Common Core State Standards.

Finally, in June, Next Generation Learning Challenges will award up to $10 million in competitive grants to support promising technology-enabled programs built around embedded assessments that can help students master 7th, 8th, and 9th-grade content and competencies aligned with the Common Core State Standards. Embedded assessments are a way of testing a student's knowledge in real-time through programs such as online math courses that help students self-pace their learning, game-based learning environments, and literacy instruction delivered through mobile phones. While learning in a digital environment that uses embedded assessments, students demonstrate mastery of a subject in order to progress to the next level of a game, course, or application. Next Generation Learning Challenges is a grant competition and community aimed at identifying and expanding promising technologies that can help improve education across the K-12 and postsecondary spectrum. It is led by EDUCAUSE and community partners with support from the Bill & Melinda Gates Foundation and the William and Flora Hewlett Foundation.

Bill & Melinda Gates Foundation

Guided by the belief that every life has equal value, the Bill & Melinda Gates Foundation works to help all people lead healthy, productive lives. In developing countries, it focuses on improving people's health and giving them the chance to lift themselves out of hunger and extreme poverty. In the United States, it seeks to ensure that all people—especially those with the fewest resources—have access to the opportunities they need to succeed in school and life. Based in Seattle, Washington, the foundation is led by CEO Jeff Raikes and Co-chair William H. Gates Sr., under the direction of Bill and Melinda Gates and Warren Buffett.


PlayGen Journey From Serious Games To Not So Serious Play

Serious Games challenging us to play a better future


Following my prior post Surfing PlayGen Website Is A Serious Game, addressing how PlayGen website improves audience engagement by “scoring” their visits, an early Gamification embryo so-to-speak, PlayGen has just uploaded to SlideShare the presentation Gamification Is Psychology - Our Journey from Serious To Not So Serious Play.

The presentation explains how Playgen expertise in Psychometric Gaming has propelled them to create engaging Social Games and applying Gamification that creates results.

Here is the full presentation.

David Wortley Becomes The Serious Games Strategist For Game2Growth


Serious Games and challenging us to play a better future




Game2Growth is a private company within the Serious Games Institute, Coventry University Technology Park, specializing in the design and development of Serious Games for Training, Marketing and the Non Profit sector.

G2G takes care of the whole project, from analysis of the user’s needs through the study of the methodology and of the underlying model to the creation of the personalized Serious Game that best fits the needs of the customer.

G2G is proud to introduce its new Serious Games strategist David Wortley, who declared "I am delighted to announce that I have reached an agreement to work with the Serious Games Institute based start-up Serious Games company Game2growth.”

3 years ago David was nominated to set up, launch and develop the Serious Games Institute as an International Centre of Excellence for Serious Games and related technologies.

As the Director of the Serious Games Institute (SGI) at Coventry University, David Wortley has translated my personal credo “If you want to change the future, play it first!” into a tangible vehicle for making better futures at a global level.

Whilst several organizations were still articulating their Serious Games aspirations, acting their way into a new way of thinking, David had already put a stake in the ground by “thinking” Serious Games into a new way of acting.

Taking the belief that play speaks to that part of us "which is a gift, and not an acquisition” literally, David has opened new pathways of the possible, in realms of our public debate we rarely give games credit for affecting, exerting more and more his powerful influence to make games which challenge us to play at building a better future.

Working with academics, regional development agencies and major market players, David has made SGI the cradle for Serious Games and Immersive Learning Environments and an engine for innovation and European Union economic regeneration.



Sunday, April 24, 2011

The Value Of Realness: Social Serious Game To Simulate Running A Real Country


Serious Games challenging us to play a better future


Via: Serious Games Source - Playmatics Secures $1 Million For 'Real-World' Social Game

In my prior posts EpicWin: Serious Games And Real Life Colliding In Unique Ways and Anecdotal Evidence: Serious Games As Persuasive Game-Life Integration,  I stated that Jesse Schell’s talk at Dice 2010 did represent a “stake in the ground” for game designers getting sensitive to the rising of new core values for game creation, among them the value of "realness", the value of rewarding game-life achievements and the value of embedding games in our everyday lives.

Here is a brand new piece of hard evidence. 

Introducing Shadow Government

Shadow Government is spearheading an entirely new form of social gaming based on the gamification of real countries, systems, and worldwide events.

PRESS RELEASE

Social Mobile Gaming Start-Up Shadow Government Closes $1 Million Angel Round

New York City, NY – April 21, 2011 – A social mobile gaming start-up, called Shadow Government, has just emerged with a $1 million round of angel funding. 

With offices in New York City and in Zurich, the company is co-founded by Margaret Wallace and Nick Fortugno (both of Playmatics) and Phillipe Trawnika. This financing round for Shadow Government is backed by several prominent Swiss-based business angels.


In partnership with The Millennium Institute, the creators of the most broadly used real-world government modeling software, Shadow Government will enable an entirely new form of social gaming based on the gamification of real countries, systems, and worldwide events.

“The company plans to use the investment capital to foster a worldwide Shadow Government network based on running gaming simulations of this real-world model,” says Trawnika, Chief Financial Officer, Shadow Government.

The prospect of blurring the lines among reality, governance and entertainment was extremely appealing for gaming veterans Fortugno and Wallace and Trawnika.  

“Up to now, this tool has only been in the hands of governments and policy-makers to use and to test out real-world events,” explains Wallace, Chief Executive Officer, Shadow Government. “Now, for the first time, anyone with an iPhone or Android can ‘play’ at what it’s like to simulate running a real country.” Claiming astonishing accuracy in terms of playing out and predicting real world events, conditions and outcomes, she continues: “Let’s see if, using the model provided by The Millennium Institute, this Shadow Government can do a better job of managing actual events and world crises compared to our real-world counterparts.”

Shadow Government’s board members and observers include Swiss business angels Beat Bühlmann, Balz Roth, Edi Theiler as well as Dr. Hans Herren, President, The Millennium Institute, and Erica Chriss, SVP of Business Development, Greystripe, Inc. 

Social gaming, especially gaming online and via mobile devices, is a rapidly growing market. A recent Microsoft Tag infographic shows that there are approximately 1.08 billion smart-phones in use today. By 2014, mobile Internet will take over desktop Internet usage. On average, people in the United States alone spend 2.7 hours daily socializing using their mobile devices. It’s also been reported that 61% of smart-phone users play games on these devices. Shadow Government aims to take advantage of multiple gaming platforms.

About Shadow Government, Inc.
 
Shadow Government® is spearheading the next generation of strategy simulation games on mobile platforms by fusing real country planning models and social gaming worlds. 

About The Millennium Institute

The Millennium Institute (MI) is an independent nonprofit organization committed to promoting systems literacy and dynamic modeling tools to attain sustainable development worldwide. By providing these tools, MI empowers people and governments to build societies that are peaceful, equitable and sustainable. MI’s core tool is Threshold 21 (T21).
 
About Playmatics
 
Playmatics builds highly engaging games and user experiences on the Internet, in social media networks, and on a variety of connected gaming platforms. 


Friday, April 22, 2011

Earth Day: Save the Environment One Facebook Serious Game at a Time with Ecotopia


Serious Games challenging us to play a better future


Via: Talkie

Talkie, an independent studio creating a highly engaging new breed of cinematic, story-driven social games, has launched its first game, Ecotopia™ in a private beta-test, on Facebook on April 4th.

Ecotopia, a free-to-play Serious Game with a social conscience, advances the popular city-building game model as it aims to wrap fun and compelling gameplay with philanthropy and real-world involvement via the world’s largest social networking site.


To add to the game’s philanthropic message, gamers who perform real-world acts of sustainability and upload photos and video will be rewarded with in-game points

Ecotopia is the first social game to encourage and empower users to conduct environmental good in the real world which can be redeemed for rewards in the game world.


In this eco-friendly heroes-versus-villains Facebook adventure, Ecotopia players begin with a dirty, uninhabitable environment and must generate resources by completing immersive in-game missions.
 
Resources are then used to develop a colorful and exciting sustainable city that players can customize to create their own utopia. Players can also connect with their Facebook friends, sending gifts to each other and visiting neighboring maps to perform helpful actions.
 

Talkie is developing Ecotopia in association with Conservation International, a global non-profit organization focused on protecting the Earth’s ecosystems and biodiversity.
 
“As a passionate supporter of Conservation International’s work, I am excited that Talkie and CI are collaborating on Ecotopia,” said Harrison Ford, Vice Chairman of the organization’s Board of Directors. “This game represents a refreshing new way to engage millions of people in addressing critical environmental issues and finding solutions that work for the well-being of humanity.”
 
While progressing in the game, Ecotopia players will discover ever more about Conservation International and its initiatives, which support nature’s ability to protect our climate, food, fresh water, health and cultural security. The non-governmental organization, which has staff and partners working in nearly 40 countries around the globe, is committed to preserving the contributions of all species on Earth, conserving healthy landscapes and seascapes, empowering local communities and promoting sustainable economic development.
 
The game world integrates video into the experience through Ecotopia TV, where videos from Conservation International appear along with user-generated videos. Talkie will sponsor monthly conservation contests to further encourage players to get involved in green initiatives: all aspects of the green game world interrelate to deliver one cohesive experience.


“Working with Conservation International will allow us to launch with a game that is not only fun and immersive, but that lets players have a positive effect on the real world through gameplay”, said Chris Swain, founder and CEO of Talkie.

The Los Angeles company got started a year ago building its platform and started work on Ecotopia in the past few months. Ecotopia is more than a ‘green’ gaming application – it’s a great game that also happens to encourage players to make a real difference both at home and, hopefully, on a global scale.

About Talkie

Founded in 2010 by CEO Chris Swain, a professor and research director at the USC School of Cinematic Arts, Interactive Media Division, and co-founder of the university’s Electronic Arts Gaming Innovation Lab, Talkie’s games feature state-of-the-art illustration and design and industry-leading gameplay mechanics designed to work across multiple social networks for a flexible, scalable gameplay experience.

The name Talkie refers to the transition of films from silent films to sound, and it suggest that games are becoming more social.

Talkie both creates its own games and licenses its technology platform to content owners world-wide, enabling the creation of branded social games based on original IP as well as existing entertainment properties.

The company has angel investors from Los Angeles and Hong Kong. Its chairman is Larry Bond, is also the chairman of the privately held investment firm Bond Companies with more than $2 billion in projects.




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Tuesday, April 19, 2011

Gamification: The Path For Innovative Organizations Emulate Serious Games

Gartner: Companies should try at least one gaming exercise as part of their enterprise context planning efforts this year


Via: Gartner Inc - Analysts Explore the Role of Enterprise Architects in Gamification at Gartner Enterprise Architecture Summit 2011, May 9-10, London, and June 22-23 in San Diego

"Where games traditionally model the real world, organizations must now take the opportunity for their real world to emulate games. Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year”, says the Gartner report.

Catching up on last week’s headlines, April 12 Gartner Research released a report stating, as opposed to Forrester analysts,  that half of all organizations which 'manage innovation processes' will gamify those processes by 2015. 

According to Gartner research, using gamification business models in consumer services and applications can dramatically increase user engagement levels and improve revenue. Adding in these game mechanisms will add interactivity and challenge, giving the user motivation to participate.
"Gamification is an emerging business and societal trend with an extraordinarily broad reach across innovation. Gamification’s potential to change human behavior makes it a trend to watch.”

The report concludes that gamification in marketing and customer retention programs will be as important as online services like Facebook, eBay, and Amazon. It says over 70 percent of Global 2000-ranked organizations will have at least one gamified application, and points to programs such as Idea Street, created by the UK Department for Work and Pensions. and recruitment game America's Army as early examples of organizations adopting gamification.


Idea Street is an online ideas-management platform that encourages employees to share their innovative ideas for change with a community of likeminded colleagues, and work with those colleagues to help make their ideas a reality.

"Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change," said Gartner analyst Brian Burke

"Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization." 

This message shall be further explored at the Gartner Enterprise Architecture Summit 2011, May 9-10, in London, in the keynote session Architecting Fun: How Gamification Is Changing the Enterprise. 
FULL PRESS RELEASE
Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes

Egham, UK, April 12, 2011— By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes, according to Gartner, Inc. By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70 percent of Global 2000 organizations will have at least one gamified application. 

"Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change," said Brian Burke, an analyst at Gartner. "Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization."

For example, the U.K.'s Department for Work and Pensions created an innovation game called Idea Street to decentralize innovation and generate ideas from its 120,000 people across the organization. Idea Street is a social collaboration platform with the addition of game mechanics, including points, leader boards and a "buzz index." Within the first 18 months, Idea Street had approximately 4,500 users and had generated 1,400 ideas, 63 of which had gone forward to implementation. Further examples include the U.S. military's "America's Army" video-game recruiting tool, and the World Bank-sponsored Evoke game which crowdsources ideas from players globally to solve social challenges.
The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. The opportunities for businesses are great – from having more engaged customers, to crowdsourcing innovation or improving employee performance. Gartner identified four principal means of driving engagement using gamification:

1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.

2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.

3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.

4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
"Where games traditionally model the real world, organizations must now take the opportunity for their real world to emulate games," said Mr. Burke. "Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year."
About Gartner Enterprise Architecture Summit 2011

Gartner analysts will further explore the impact of gamification on enterprise architecture (EA) at the Gartner Enterprise Architecture Summit 2011, taking place at the Park Plaza Westminster Bridge, London, on May 9-10, and June 22-23 at the Manchester Grand Hyatt San Diego in San Diego. Over two days, the Summit will help EA leaders to demonstrate EA value, articulate program goals and broaden the EA sphere of influence both inside and outside the business.


Friday, April 15, 2011

Serious Games For Sailing Novices Develop Offshore Racing Strategies

Serious Games challenging us to play a better future


Via: Dassault SystèmesOffshore Racing With Most Highly Awarded Solo Sailor Michel Desjoyeaux – Serious Game

Dassault Systèmes have just launched a Serious Game which has been created in the context of a project with Michel Desjoyeaux, the world’s most highly awarded solo sailor: "Offshore Racing with Michel Desjoyeaux".

In the new Serious Game, sailing novices and enthusiasts alike can discover all the strategic challenges involved in a race. They will learn how to handle and maneuver their boat in all types of weather – including when things get rough!


Learn about life on board the 60 foot monohull Foncia. Manage properly and as quickly as possible the various stages of life on board the ship.


Plan your race strategy - Develop your strategy to finish the race as quickly as possible. To do this, find the best route between the starting point and ending point and then adapt your sailing according to the wind.

Throughout the Serious Game, skipper Michel Desjoyeaux offers tips and advice and shares some of his favorite racing experiences with players.

The Serious Game is available on multiple screens, especially in 3D Television.

Until May 28, 2011, Dassault Systèmes will be hosting an online contest with prizes as sailing jackets and polar jackets.

You can find more information on the dedicated website  and Play in real-time 3D 



Here is the media release.

Experience The Exhilaration Of An Offshore Yacht Race With A 3d Online Serious Game, Developed By Dassault Systèmes In Partnership With Michel Desjoyeaux.

After allowing people to help yachtsmen design their boat and then join them on board, Dassault Systèmes is now offering sailing fans the opportunity to enjoy a unique 3D immersive and educational experience by competing virtually in an offshore yacht race with Michel Desjoyeaux.

In a fun, online game environment, sailing novices and enthusiasts alike can discover all the strategic challenges involved in a race. They will learn how to handle and maneuver their boat in all types of weather – including when things get rough!

Throughout the Serious Game, skipper Michel Desjoyeaux offers tips and advice and shares some of his favorite racing experiences with players.

With this new interactive 3D application, which is also available in a 3D TV version, yachting fans can head for the ocean virtually from the comfort of their own home to experience all the thrills of offshore racing, coached by Michel Desjoyeaux's avatar!

"I am delighted to offer sailing novices and enthusiasts the chance to immerse themselves in this unique environment, made possible thanks to powerful experiential 3D technology. I am proud to have contributed to this groundbreaking project with Dassault Systèmes. It’s made me realize how Serious Games are helping pave the way to new forms of communication and sharing," said Michel Desjoyeaux, double Vendée Globe winner.


About Dassault Systèmes

As a world leader in 3D and Product Lifecycle Management (PLM) solutions, Dassault Systèmes brings value to more than 130,000 customers in 80 countries.

A pioneer in the 3D software market since 1981, Dassault Systèmes applications provide a 3D vision of the entire lifecycle of products from conception to maintenance to recycling.

The Dassault Systèmes portfolio consists of CATIA for designing the virtual product - SolidWorks for 3D mechanical design - DELMIA for virtual production - SIMULIA for virtual testing - ENOVIA for global collaborative lifecycle management, and 3DVIA for online 3D lifelike experiences.

For more information, visit http://www.3ds.com/



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