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Showing posts from November, 2007

Venture Capitalist Sees Growing Investment Opportunities In Serious Games

   What Makes Serious Games Attractive To Investors Via: Richard Carey - Digital Media Solutions, Serious Games & Learning Simulations As anticipated on my prior posts focused on Serious Games Market Size, funding has started to become available from foundations, governmental agencies, non-profits and venture capitalists. The following article by Richard Carey, offers a unique opportunity to get a venture capitalist perspective on investing in the educational technology market, including educational games and simulations. A VC’s Perspective on EdTech Investment - Published November 29th, 2007 The SIIA’s annual Ed Tech Business Forum , the leading business and finance conference for the K-12 and post secondary education technology market, attracts senior management from education software companies, platform technology firms, solution providers, publishers, private equity firms and venture capitalists. The keynote speaker for this years conference was John Mart

Serious Games Pioneering How We Will Learn & Work In The Future

For most people, video games mean entertainment, like TV or the movies. But their true meaning may be much bigger, impacting every aspect of our world, from education to business, society and culture Via: IBM - The Future Of Computer Games IBM explores how video games may impact every aspect of our world, from education to business, society and culture. Gamer or Futurist? What was one a solitary past-time for children has morphed into a social intensive activity. People play games with friends, with family, and in online communities. Massively-multiplayer communities are stretching the boundaries of grid computing. Games are driving demand for an advanced new breed of computer technology, which can render 3D virtual environments in stunning fidelity. To understand the true potential of games, think of them as pioneering a new environment— for entertainment, but also for learning, commerce and culture. These virtualization technologies have many powerful applicatio

Microsoft Shaping The Serious Games Movement Into A Multi-Billion Dollar Market

As Microsoft Corp. announced on Wednesday plans for its new platform dubbed Microsoft ESP, available as of January 2008, “that enables the innovative use of visual simulations for immersive learning and decision-making, supports PC-based commercial off-the-shelf hardware and software, and enables simulations to be built faster and more cost-effectively, I’ve been considering two potential major implications for the Serious Games Market. My very first thought – SG Market Size Short, sweet and to the point, my very first thought was:“By no means would Microsoft join either a current $ 150 million dollar market or a $ 1 billion market to-be only in 2011”. (Please refer to Adobe Serious Games Whitepaper By Anne Derryberry , page 6, for recent disputes on the Serious Game Market size). My derived second thoughts – SG Business Models Some analysts have stated that “despite the uncertainty of a standard go-to-market model for "serious games," most insiders are optimi

Adobe Serious Games Whitepaper By Anne Derryberry

Via: I'm Serious Net Anne Derryberry, over I’m Serious.Net Blog, has made available for download and distribution her whitepaper for Adobe Systems on "Serious Games": “ Serious Games: Online Games for Learning ” (Adobe PDF format) Anne is a Learning Architect for "Serious Games", online learning games, simulations and virtual worlds. She works with learning organizations, game developers, tools developers, and analysts as learning architect, advisor, consultant, and industry observer. Anne says her "fascination as a designer is with group experience and how groups learn in virtual environments, especially through games. Group in this context does not mean a collection of people whose individual statistics are aggregated together. Groups , or cohorts, are a collection of people who are identified in advance and for whom the experience is intended." She defends the idea that for "Serious Games" to gain wide-spread adoption, c

China's Serious Games: Sizeable As Its Economic Growth

Via: The Associated Press - China Plans Virtual World for Commerce China's government is building a vast virtual world dubbed " Beijing Cyber Recreation District ," which founders say will help the manufacturing superpower evolve into virtual commerce. Some supply chain experts say the project is impossibly grandiose in its goal to provide direct links between tens of thousands of Chinese manufacturers and millions of individual customers around the world. The Beijing municipality in partnership with private capital (and with help from MindArk of Sweden) is planning a virtual world for around 150m avatars, of which 7m could be online at the same time. But every "Made in China" label eventually could include a Web site where customers could order more — and Chinese factories would produce custom-made goods and send them directly to consumers' homes, mused Chi Tau Robert Lai, chief scientist of the virtual world. The 3D world is suppos