Serious Games For Health And Science

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This is an extract of the presentation delivered at the Seoul National University of Technology in Korea during November 2009

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Serious Games PresentationSeoul National University for Technology

David WortleyDirector

Serious Games Institute

Serious Games for Health

Games for Health Applications Training and simulation Teamwork and collaboration Awareness raising Behaviour changing Health risk profiling Brainwave games Games and pain relief

Triage Trainer

Trains Paramedics to deal with casualties of explosions using realistic simulations

MRSA Training Game

Trains hospital workers on correct procedures to avoid infections such as MRSA

Forterra Olive

Virtual World environment used for multi-agency training in emergency situations

AIDS Awareness

Global Kids used Virtual Worlds to discuss AIDSUN sponsored serious games for Africa

Behaviour Changing

The OBS game designed to educate children on good habits to avoid obesity

Health Risk profiling

American Military use a game to identify soldiers at risk from Alcohol abuse

Brainwave Games

Devices like Neurosky can help treat conditions such as ADHD through gameplay

Games and Pain Relief

Research indicates that playing a video game can be more effective than drugs for pain relief

Serious Games and Science Museums

Technology Enhanced Museums

Games related technologies can engage visitors and create a more sustainable future

Interactive Creativity

Installations which offer a personalised creative experience attract visitors

Immersive Environments

Virtual Reality can offer international collaboration

Science Games

Serious games can stimulate an interest in science and support social networking

My Computer Loves Me !!

Converging technologies aim to develop individual relationships and build communities

Smart Buildings

Treat me as an individualEasy to get on withRemember everything about meEvery day brings new discoveriesHelp me to understandEncourage & challenge meHelp me to express myself

Museums of the Future

Museums of the future will be physical and virtual hubs of global communities of interest working across the past, present and future

Key Take Away Questions

Are video games technologies changing :-

- our capabilities and preferences

- who we learn from

- the way we teach/train

- what we need to teach

What are the implications for Society, Business and Education ?

Most Influential Technologies

Games Virtual Worlds SocialNetworks

Why are they Influential ?

Treat me as an individualEasy to get on withRemember everything about meEvery day brings new discoveriesHelp me to understandEncourage & challenge meHelp me to express myself

Serious Games PresentationSeoul National University for Technology

David WortleyDirector

Serious Games Institute

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