Serious Games Showcase and Challenge Announced
Posted by Peter Smith on 06-03-29
We just received word that at this year’s I/ITSEC there will be the first annual Serious Games Showcase and Challenge. The Challenge is designed to provide a venue for student and very small business based serious games developers to show off their abilities in front of the thousands of people who attend the I/ITSEC conference. On top of that I/ITSEC is always in Orlando, Fl at the end of November beginning of December. This makes it a great break from the freezing cold winter most of the country suffers through. For lots of detailed information check out the challenge website at: www.sgschallenge.com, also check out the press release after the jump.
Call for Serious Games Entries
I/ITSEC Serious Games Showcase & Challenge
In Conjunction with the
Interservice/Industrial Training, Simulation and Education Conference
I/ITSEC 2006
December 4-7, 2006
Orlando, Florida, USA
http://www.iitsec.org/
http://www.sgschallenge.com
Submission deadline July 31, 2006
Serious Game developers are cordially invited to submit their original serious game to the 2006 I/ITSEC Serious Games Showcase and Challenge. Twelve finalists will be showcase their serious game at I/ITSEC
2006 where over 16,000 attendees will view and vote on each of the entries.
Prices will be awarded to top contestants. Contestant categories include student and very small business. Entry categories will be "mods" and original development. So if you can "mod" a game into a training solution or program one from scratch, consider how you would use your skills to develop a serious game solution to enhance military training.
The overarching purpose of the Serious Games Showcase & Challenge is to identify innovative game based solutions to problems that could affect the Military both today and in the future. This means that the challenge is not only interested in the next first person shooter, but any game that solves issues within any area the military operates. Examples of militarily useful areas include:
. leadership,
. logistics,
. linguistics,
. maintenance,
. engineering,
. intelligence,
. reconnaissance,
. strategy,
. history,
. flying,
. ship handling,
. electronics,
. communications,
. acquisition,
and business management, to name a few.
The limiting factor in determining if an entry meets the Challenge's criteria, however, is not the problem being addressed, but rather that there is a distinct solution associated with the problem. So, whatever the problem (be it a training issue, a technical issue, or a delivery issue), providing a well thought out gaming or game technology solution is the key.
All entries will be judged in three primary areas: Solution to a Stated Problem; Technical Quality; and Playability/Usability. In other words, it is important to clearly define the problem or need that is being addressed, as well as the gaming or game technology solution involved. It is equally important that your entry be not only technologically sound in its development, delivery and user interface, but also engaging, enjoyable, and easy to use; providing a challenging and rewarding experience to the user.
Further, innovative approaches to any of the entered solutions are specifically encouraged and, as such, rewarded in the scoring.
For the purpose of the Challenge, entries will be considered a game if they involve an assigned challenge and employ some form of positive and/or
negative reward system. Entries will be considered a serious game if they
use the gaming attributes described above to overcome a designated problem or deficiency, and provide appropriate feedback to the user about their efforts. Entered games must target users at the high school level, at a minimum.
Important Dates:
Submission of serious game entry ............July 31, 2006
Announcement of Finalist................September 30, 2006
I/ITSEC Conference - Serious Game presentation......December 4-7,
2006
For further information and questions please consult the website at http://www.iitsec.org/ and look for the Serious Games Challenge link in the left column. You can also try http://www.sgschallenge.com . A FAQ site and
e-mail options will be available.
Preliminary Results from PopCap Games and Games for Health
Posted by Peter Smith on 06-03-28
You may have recently seen that PopCap Games and Games for Health were investigating the benefits of playing games. Specifically they looked at games that contain cognitive game play (ie. they work out your mind). In looking at this they are finding that players of these types of games usually have healthier brains as they get older. Nintendo is also in line with these findings and are releasing their own line of brain training games. Look for a review of Nintendo’s game coming soon, until then read the press release from PopCap and Games for Health after the jump.
FOR IMMEDIATE RELEASE
PR Contacts:
PopCap Games: Games For Health
Project:
Garth Chouteau Beth Bryant
garth@popcap.com
bbryant@dmill.com
415-602-8147 207-773-3700
Casual Videogames As Mental Acuity Aid; PopCap GamesR and Games For Health Project Announce First Summary Findings on Cognitive Health Benefits of Digital Gameplay
Cooperative Study Sheds Light on Value and Potential Applications of "Casual" Computer- and Videogames for Cognitive Exercise
SEATTLE, Wash./PORTLAND, Maine - March 21, 2006 - PopCap GamesR, the leading developer and publisher of casual games, and The Games for Health Project today released their first summary findings of literature review of research and market development activities associated with the possible use of digital games for maintaining healthy minds. The full research findings are being presented today as part of the Serious Games Summit track at the Game Developer's Conference being held in San Jose, California this week.
"We have reviewed a large base of literature and what we've found is that while still in the early stages of scientific understanding, there is growing consensus that defined cognitive exercise can play a critical role in healthy aging. As part of that role, it seems clear that puzzle games, strategy games, and games which aren't as spatially oriented can play a significant role in that effort," said Ben Sawyer, co-founder and director of the Games for Health Project.
"However, equally important is that the research we've seen while pointing toward this outcome does not yet have a definitive answer regarding how cognitive exercise works physiologically," Sawyer continued. "Nor have we found absolute consensus on what types of games and mental exercises are best, or minimum thresholds. While there is good basic consensus emerging, we're probably a decade from the depth of understanding and widespread consensus we have about cardio-vascular exercise, for example. However, as this awareness and understanding becomes more refined and widespread, and as specific strategies are being formed, videogames are playing and will continue to play an increasing role. What is exciting is that we're really just at the early stage of what clearly can be a vital role played by so-called 'casual games' in the area of cognitive exercise and health."
"While we haven't previously developed casual games with cognitive health as a goal, we look forward to working closely with the Games For Health team to engage the research community to identify specific puzzle- and other problem-solving activities that could comprise all or part of the game-play in future products that we develop," said Jason Kapalka, co-founder and chief creative officer at PopCap Games.
With an increasingly aging population in many developed countries the field of cognitive exercise is growing. Advocates of cognitive exercise say it is equally important for people to exercise their minds as well as their bodies. In Japan, a series of popular brain exercise games for Nintendo's DS platform have been major commercial successes. The first of these games will debut in the U.S. this year and will join several companies offering mental workout products - currently primarily available in the form of workbooks and flashcards.
"The basics of the work presented at the Game Developers Conference today by the Games for Health Team is very promising," Sawyer said. "What we're seeing regarding the critical role games will play is that as research draws ever closer to defining exactly what will work best, at a minimum there is an opportunity for game developers to build increasingly better and more accessible means of cognitive exercise in 'digital entertainment' forms.
Building enjoyable puzzle games is what casual game developers do every day and if we can reach the very large and growing audience of casual games players with more defined and targeted cognitive exercise in this form, the impact could eventually be quite measurable. Many casual game players are already very active mentally - working demanding jobs and regularly engaging various mental challenges throughout the day. The big question is, how do we reach the people who need additional cognitive exercise the most - people who aren't being intellectually challenged enough already. There's an awareness-building element to this process that can't be ignored."
Summary Research
Since its launch in January the project has cataloged a wealth of research papers and major media stories covering the state of cognitive exercise. The research has shown that studies of people who maintain healthy cognitive loads (e.g. playing chess, doing crosswords) appear to have lower incidence of dementia, Alzheimer's Disease, and other cognitive ailments. Importantly two other risk factors included social activity and traditional physical exercise. "It's not just about working out your mind" said Darius Kazemi, co-lead researcher at Games For Health on the project, "you need to get up and move, and be social as well."
Key summary findings to date include:
* There is a growing body of consensus based on research that indicates that the mind and memory can be kept healthier and 'sharper' by deliberate mental exercise.
* While there is evidence from population studies as to a link between mental activity and lower incidence of dementia/Alzheimer's/senility etc., it is not certain what it is about mental activity that wards off the biophysical issues related to these ailments. There are neuro-regenerative properties of mental exercise being found but whether this is allowing the brain to ward off "brain plaque" or to operate better despite its onset is still to be determined.
* It is not clearly understood if people who report lower cognitive, social, and physical activity aren't already succumbing to issues of aging in some studies. Further isolations are needed and more longitudinal studies to improve understanding. Interestingly, videogame activity of current generations may start manifest in next-generation studies, but to date there is no major study which identifies and quantifies specific benefits from videogame playing.
* Intellectual activities seem particularly "protective"; people who use leisure time for mind-challenging hobbies were about two and a half times less likely to develop Alzheimer's in one study conducted by Chicago's Rush Institute for Healthy Aging. For example, Regular crossword puzzle solving equated to a 47% reduction in the likelihood of developing dementia. Not surprisingly, television watching is not protective and may even be a risk factor for Alzheimer's disease, and writing and taking part in group discussions seemed to offer no protection against memory-robbing conditions such as Alzheimer's disease.
* There is no absolute measurement that exists for cognitive exercise regimens, as not all activities seem to be equally effective in reducing the risk of dementia and other mentally debilitating ailments in all studies.
Subjects who often played board games, read, played an instrument or did crossword puzzles were less likely to develop dementia than people who said they engaged in those activities only rarely.
* A five-year pushback of Alzhiemer's cases across the world would result in a reduction of incidence of the disease in half.
* The market is moving forward just on the research to date despite no widespread consensus. It is likely that brain fitness will be a $100 million market (or larger) in the next decade if the research grows, validates, and develops a consensus regimen.
Next Steps
The Games for Health Project will be moving to further phases of this work over the next two months. This will include interviews with leading researchers, further literature review, and a final assemblage of the knowledgebase. A version of the initial presentation is now available on the Web at http://www.gamesforhealth.org/
About The Games For Health Project
Games for Health is a project produced by The Serious Games Initiative (www.seriousgames.org), a Woodrow Wilson International Center for Scholars effort that applies games and game technologies to a range of public and private policy, leadership, and management issues. The Project is funded by the Robert Wood Johnson Foundation.
The Initiative founded Games for Health to develop a community and best practices platform for games being built for health care applications. To date the project has brought together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health care and policy. This includes an effort to catalog the current use of games in health care. For more information about Games for Health, see www.gamesforhealth.org.
About PopCapR
PopCap Games (www.popcap.com) is the leading provider of casual games in the world. Based in Seattle, Washington, PopCap was founded in 2000 by three friends from the online games industry, and has grown tremendously in the past five years. PopCap's games have been downloaded more than 175 million times, and its flagship title BejeweledR has sold more than 5 million units across all major platforms. PopCap games are available for Web, PC and Mac, videogame consoles, cell-phones, PDAs and other mobile devices, in-flight on leading airlines, and more.
# # #
PopCap and PopCap Games are registered trademarks of PopCap Games, Inc. All other trademarks and registered trademarks are the property of their respective owners, without intent to infringe.
Congratulations to Square Enix on SG Lab
Posted by Tim Holt on 06-03-23Congratulations to Square Enix on SG Lab. SG Lab is the new joint subsidiary between one of the game industry's top publishers and textbook publisher Gakken. The partnership marks the entry of the first major Japanese publishers to officially enter the serious games industry.
During the press conference, Square Enix president Yoichi Wada explained that the serious-games market is a great business opportunity because of its potential audience, which would cover both genders and range from children to seniors. -- Hirohiko Niizumi, GameSpot
We here at the Serious Games Initiative are excited about not only the core story of this new venture for Square Enix but also their adoption of the serious games phrasing to describe this foray. It's one thing to see the press rally around the term – but when one the industry's leading companies joins in then it's time to pop the champagne. We've had a successful week here at The Game Developer's Conference and this just makes for an incredible ending.
I'm Lovin' It
Posted by Peter Smith on 06-03-17
La Molleindustria has released a web based game based on McDonald's. In the game you get to experience working the line to working the boardroom. You even get a chance to take on the slaughterhouse. The idea is to educate people on the practices of McDonald's. It has been getting lots of good press, and you should check it out here: McDonalds Videogame
Always Wear Your Helmet
Posted by Peter Smith on 06-03-17
Smart Brain Games has a new helmet mounted device on the market to help children with ADD. The idea is they will wear this helmet while playing games and as they stop paying attention the game will stop responding. I also would wager that as they stopped paying attention they would lose anyway, but in this case they get NASA backed technology forcing them to lose. I guess I need to learn more about this product because it seems like they have some great technology and a real desire the help children, but nothing says never gonna get a date like wearing protective head gear to play video games. Judge for yourself here: www.smartbraingames.com
Train Your Brain to Game
Posted by Peter Smith on 06-03-17
Nintendo is releasing Brain Training in April here in the states. It has been hugely successful in Japan and is completely different than anything released here so far. This means that it will most likely be a huge flop, but I am rooting for it. The basic idea is the "use it or lose it" principle. As you get older you should keep doing puzzles and simple math and other things popular among the elementary school crowd to keep your mind nimble. There next release is rumored to be Barney for Adults.
How Mario Deals with Diabetes
Posted by Peter Smith on 06-03-16
The Seattle Times reports that the University of Washington and Nintendo are working together to combat Diabetes. They are using a management system based on Game Cube technology to help patients manage their own diabetic needs. This is not the first time that a Nintendo product was used to combat diabetes. The GlucoBoy has been making the rounds for some time now and is another promising use for games to help manage healthcare.
Violent Video Games Motivate Inmates to Behave
Posted by Peter Smith on 06-03-16
In a massive game of telephone the USA Today told Joystiq, who told me, who is telling you that the state of Oregon is providing video games to inmates in exchange for good behavior and $35. The inmates are allowed to purchase a video game console that contains 50 preloaded games. These are the types of consoles that are commonly cracked down on in mall kiosks for containing illegal copies of classic games. Fortunately these seem to be on the level. No word on if Prison Tycoon was available. Read more about it here: Video Games a hit with Oregon inmates
Serious Games Summit at GDC:06
Posted by Tim Holt on 06-03-16
It's that time again, for the Serious Games Summit at the Game Developers Conference in San Jose, California, March 20-24. Come prepared for an entire week of excellent presentations, speeches and workshops on Serious Games and game development topics.
Virtual world pioneer Philip Rosedale, Founder & CEO of Linden Lab, and Jesper Juul, author of Half Real, will headline the 2006 Serious Games Summit GDC.
Rosedale has been referred to as a pioneer in streaming technology and was responsible for developing tools such as RealVideo, RealSystem 5.0 and RealSystem G2. He is the founder and CEO of Linden Lab, the 3D virtual world design company behind Second Life. He will be presenting "You Can (Not) Be Serious" on Monday, March 20.
Juul is highly regarded for his game theories, and has published numerous literatures. He is the editor of the Game Studies journal and author of Half-Real: Video Games Between Real Rules and Fictional Worlds (MIT Press, 2005). His personal blog, “The Ludologist,” is a well-respected site for game developers. He will be presenting "Broadening Our Idea of What Games Can Be" on Tuesday, March 21.
