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Showing posts from December, 2010

X-mas Games by Serious Games Interactive

WAWIS WORLD – Christmas Calendar Supplement Game To Save The Environment In Indonesia  Target group: Children 6-10 years Platform: Single-player, web-based Technology: Unity 3D Playtime: 30 minutes Danish Broadcasting Corporation and Danish Ministry of Foreign Affairs chose Serious Games Interactive to develop a 3D online game to supplement their annual Christmas calendar. The calendar is sold to raise money for children in developing countries and the profit from the 2010 calendar goes to WWF's work to promote sustainable development in the western part of Papua, Indonesia. In the game called Wawi’s World , you play Wawi, a young girl from Papua on a mission to try to convince the locals that they should take better care of Papua´s environment and wildlife.   Wawi receives a camera from her mother and with the camera under her arm she ventures into the jungle and out to take pictures of Papua´s extraordinary nature. The pictures she

Energize: Best Student Entry @ Serious Games Showcase & Challenge

On my prior posting, I had already blogged about two teams that   e merged as winners from the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) - 2010 Serious Games Showcase & Challenge:  • Muzzy Lane - in the Business category with its Marketing 101 - The Principles of Marketing game and • NASA’s Moonbase Alpha game that topped the Government category The first place award in the Student category went to Energize ,  a "Serious Game" created by the University of Central Florida’s Florida Interactive Entertainment Academy (FIEA) and the Orlando Science Center. Energize is a "Serious Game" that challenges players to provide electricity to a growing community, using various energy sources, while keeping emissions minimized. It also teaches about the shortcomings of each technology. For example, if you rely too much on solar power, you have trouble after the sun goes down. The "Serious Game" development t

Serious Games As Audience Games For Brand Marketing

New York-based Audience Entertainment , co-owned by YDream s , worked with OgilvyOne Greece to develop an interactive media campaign for Cosmote, the largest mobile network operator in that country. The 3D audience game, powered entirely by YDreams technology, recently picked up an Ermis Silver, in the interactive media category, at the Ermis Awards, the only awards institution for creativity in communication in Greece, organized annually by the Advertising & Communications Association - the highlight of the industry in the country.   About Audience Games & Audience Entertainment Audience Games are aimed at theatres, stadiums, music venues, and exhibition centers worldwide, and have already been proven in over 600 live applications. Audiences moving their bodies as one "human joystick" control simple on-screen videogame action, resulting in amazing audience reception, powerful and lasting brand recall, and a major new revenue opportunity for theatre o

GiftedSpeech: Multilanguage Serious Games Teach Kids To Be Accent Free

Via: GiftedSpeech GiftedSpeech is a start-up company that aims to teach children foreign languages, accent training, and cultural appreciation through an innovative online platform. According to the company, while there are a number of language-training products available to young children today, none offer the complete interactive solution that GiftedSpeech does. Existing language-learning products teach through traditional means such as books or DVD’s, while GiftedSpeech teaches through personalized language-learning software specifically developed for eLearning. GiftedSpeech ’s interactive and entertaining computer modules have foreign words and sounds embedded within the narrative, which give children the foundation for understanding a variety of languages - not just one - and familiarizes them with the kind of linguistic nuances needed to be accent free for life. PRESS RELEASE GiftedSpeech: Interactive Language-learning   New York, NY – December 14, 2010 – In

WiiWare Fluidity Turns Water-Based Physics Into Serious Games

On my prior post World Of Goo: Construction Sim Turns Physics Lesson Into A Serious Game I had already surfaced the anecdotal use of commercial off the shelf (COTS) games to create engaging contexts for learning, thus working as Serious Games. At that point, World of Goo (WiiWare) was an outstanding example on how this possibility could be taken much further - an ingenious, captivating game that turns physics into a sticky puzzle. Players could try their construction skills by using balls of Goo to create structures leading to an exit pipe. Now, Nintendo has just launched Fluidity  a WiiWare game that joins other Entertainment/Serious Games unique titles such as World of Goo . Fluidity Invites Players To Embark On An Exciting Hydro Action Adventure By Controlling Water In Various Forms Nintendo's Fluidity combines an amazing physics engine that realistically models flowing water with innovative puzzle game play. Using the three forms of water - liquid, ice and cl

Immersive Technologies: Serious Games For Custom Mine Sites

Via: Immersive Technologies  - Serious Games Training In A Virtual Replica Of Your Own Mining Environment Immersive Technologies is a world leading supplier of equipment training simulators for the mining and earthmoving industries, providing comprehensive training solutions for many of the world largest mine sites. These solutions are often considered vital by the leading mining companies such as BHP Billiton, Vale and Rio Tinto. From Congo to Northern Canada mines are increasing safety and reducing their cost per ton by using SIMS to improve their operators' performance.   Custom Mine Sites (CMS) use a combination of satellite imagery, site geographical data, GPS coordinates, detailed site visits and consultation with the mine training coordinator to develop a highly realistic and accurate training environment for use with Advanced Equipment Simulator. Training within a CMS delivers increased site familiarization, site specific emergency an

CliniSpace @ 2010 I/ITSEC Serious Games Challenge - Showcase Area

CliniSpace by Innovation in Learning Inc. Medical training for healthcare professionals focusing on clinical diagnosis and patient management under time pressure CliniSpace™ is a full 3D, browser-based platform developed by virtual health care training firm Innovation in Learning in partnership with India-based Indusgeeks  to provide health care professionals with immersive and collaborative training experiences.   CliniSpace™ is available both as Software as a Service (SaaS) and as Licensed Software and addresses pre-existing concerns on the usability and learning performance of clinical health spaces SIMS for training healthcare professionals.   This multi-user, highly interactive "Serious Game" runs on commodity computers, was one of the 2010 Serious Games Showcase & Challenge in the category business games. The CliniSpace™ environment is equipped with interactive medical objects - bed, IV stand, oxygen, suction, medications, supplies, EKG,

Muzzy Lane’s Marketing 101 Wins Serious Games Showcase & Challenge For Business

A 3D representation of a Marketplace Muzzy Lane is the 2010 Serious Games Showcase & Challenge winner for the business game category with Marketing 101 - The Principles of Marketing . Developed for McGraw Hill Higher Education Education UK / Marketing 101 - The Principles of Marketing is a 3D turn-based Serious Game intended to teach college kids the principles of product marketing and competition. In the game, players are able to fully experience the seven underlying principles upon which to base marketing strategy and efforts: Image, Differentiation, Repeat Business, Ease of Doing Business, Networking, Likeability, and Emotion . Gameplay You’ve been selected to manage a company’s new entry into the backpack market. Your first step in the game is to create a strong product that appeals to a specific market segment and price it appropriately. You are upfront presented with the info you need to analyze the market, provided by market research, who has narrow