Skip to main content

Posts

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 Martinson, Managing Partner of the…

Serious Games: Bigger Than Movies In Netherlands

Serious Games challenging us to play a better future

The Center for Advanced Gaming and Simulation is a leading edge research center that advances the state-of-the-art in gaming, simulation and virtual reality. Its goal is to create technology for highly effective learning and training experiences. For this purpose Utrecht University, the Utrecht School of the Arts and TNO combine their creative talents and unique professional skills in the fields of computer science, information science, psychology, liberal arts and game design.
(Serious) Games Booming Business in The Netherlands
On Webwereld's yesterday news: "Nederlandse Gamesindustrie groter dan filmbranche", which means: in The Netherlands games are bigger than movies - in some respects.
The article cites the chairman of the Dutch gaming industry organization NLGD, who claims that in 2007 the game industry will employ over 1500 people and generate an annual estimated turnover of one billion dollars - more than the whol…

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

Computer Games: a solitary past-time has morphed into a social intensive activity


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 virt…

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

Serious Games may now explode driven by game-based training efficiencies


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 SG 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 "s…

Adobe Serious Games Whitepaper By Anne Derryberry

Serious Games Whitepaper is available online and freely distributable



Via: I'm Serious Net

Anne Derryberry, over I’m Serious.NetBlog, 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 adop…

China's Serious Games: Sizeable As Its Economic Growth

Serious Games to bridge China's manufacturers and consumers around the world



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 sc…