The Immersive Technologies of Serious Games and Virtual Worlds
David Wortley FRSA
Serious Games Institute (SGI)
“An international centre of excellence for the application of immersive technologies to serious social and economic
issues”
Immersive Technologies
Games Virtual Worlds Social Networks
Immersive Technologies engage our hearts, minds and wallets
SGI Areas of Interest
Education Health Environment Smart Buildings
Relationships Interface Technology Innovation & Enterprise
Games
Serious Games
Virtual Worlds
24hr Global Virtual Conference in 3 time zones
Social Networks
Serious Social Networks
Artificial Intelligence, Geo-location, profiling
New Devices
Motion / Voice Controllers
New Ways of Learning
Watch, Copy, Feedback, Learn
Immersive Technologies changing the face of Learning
Digital Natives
Digital Media is changing our capabilities and attitudes
The Multi-Tasking Generation
There is medical evidence to indicate that the brains of young people are becoming
increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources
and to make judgements on which sources to give attention to.
How can/should society respond to this ?
Student vs Teacher Student Generation Y Portfolio Career Digital Native Technophile (“Tech Savvy”)
“Multi-tasker”/task switcher “Connected” Mobile Short attention span Learner as “Producer” Collaborative Learning Distributed/Distance/ Mobile
Learning
Hanlan & Swift, 2007
TeacherBaby Boomer
Company Man/Woman
Digital ImmigrantTechnophobe?Serial-tasker?
Stand alone technologyStatic (“Cinemascope”)Long attention span?
Learner as “Consumer”Individual Learning
Centralized Learning