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VR Serious Games Redefining Physical Therapy

Image credit: VRPhysio®
The Virtual Reality Physiotherapy (VRP) Market is expected to experience an exponential growth over the coming years.
Physiotherapy has become an integral part of any rehabilitation process and awareness of the importance of Physiotherapy is constantly increasing. More and more people are experiencing injuries due to car accidents, sport accidents, working in front of computers, staring at smartphones and more.
Physical therapy helps shorten hospital stays, provides a cost-effective alternative to surgery and helps patients regain an active daily life. Traditionally, therapies require repetitive, oftentimes arduous verbal and tactile feedback from the clinician. Patients don’t want to do their physical therapy exercises because they are either painful or monotonous. In addition, many typical treatments also lack objective criteria for measuring progress. The whole process can frustrate the patient and therapist alike as they both struggle to measure the patient…
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2017 Serious Games Showcase & Challenge Encouraging AR, VR, MR Submissions

Via: Team Orlando
Submissions for the 2017 Serious Games Showcase & Challenge open on August 1, and will remain open until September 18. This year, all applicants are required to submit an “intent to submit” form by September 15 to ensure that the committee is adequately prepared to accept each game’s materials. The committee will announce the finalists on October 16, and those finalists will be showcasing their games in the SGS&C booth at the 2017 International/Interservice Training, Simulation and Education Conference (I/ITSEC), November 27-30.
As in previous years, awards will be given to the best games developed in the student, government and industry categories.
Last year, the Innovation Award was introduced, which is given by the SGS&C committee when they feel that there has been exemplary use of innovation in a “Serious Game”. Last year’s committee recognized two games with the Innovation Award: ADAPT-MP by Design Interactive, Inc. and Limbitless Training Games by Uni…

Serious Games Increasing Science and Technology Museums’ Profile

Ace Academy: Black Flight, developed by Seed Interactive in partnership with the Canada Science and Technology Museums Corporation, has won gold honors in the 2017 International Serious Play Awards competition in the Museum category.
The Museum had two overarching goals, which included increasing the profile of the museum and extending content to the digital realm. The developers’ challenge was to produce titles that explored the relationship between entertainment and education, while creating games that are competitive in the cluttered mobile landscape.
Seed Interactive and the Canada Science & Technology Museums Corporation decided to co-create a publishing company called Illumination Gamesto explore self-funded titles and to understand the mobile game ecosystem. By merging the Museum’s historical research and interpretation expertise with the interactive genius of SEED, they have been able to generate a number of engaging experiences.
Ace Academy: Black Flight is the second mobile…

Four Studios Receive Gold For Table Top Serious Games

Four Studios Receive Gold for Table Top Learning Games In International Serious Play Awards
LOS ANGELES - July 17, 2017 - Four game companies received a gold ranking for table top learning games designed for education or training in the 2017 International Serious Play Awards competition.
Entry categories included Corporate, Government/Military, Healthcare, K-6 Education, 7-12 Education, Higher Education and Museums.
Winners are:
Gold: Bridgebuilders, created by Workz (Business)Warrior Spirit Mission Homefront Reintegration & Resilience game from Trance4mation Games (Healthcare)Cycles, created by Catlilli Games (K-6 Education)Cards Against Calamity, created by 1st Playable for the Environmental Law Institute (ELI) and National Oceanographic and Atmospheric Administration (NOAA) (Museums and Visitor Centers)Silver: Will it? from Catlilli Games (K-6 Education)Recharge Beyond the Bars: the Reentry Game created by Trance4mation Games (Government)Bronze: Save that Sale! cr…

Fantasy Serious Game To Apply Cross-Functional Business Concepts

Business Battle, developed by Wrainbo, has won gold honors in the 2017 International Serious Play Awards competition in the Corporate category.
Business Battle is a fantasy strategy game that features business learning and simulation, suitable for college students as well as for adults. It was originally developed by Duke University MBA alumni and ex-McKinsey manager - thus by people who are experienced in business management. Designed and tested to build business acumen for its players, the game uses a world magic shop to teach how to apply business fundamentals in the real world.
Made with mesmerizing graphics and based in the ancient lands of wizards and steampunk robots, Business Battle appeals to players’ inner fantasy. As a turn-based strategy game, it is easy to play but hard to master. The Campaign mode features 10 fully developed levels with varied business learning concepts, and the Arena mode allows you to test your skills by competing with other players.
By casting a wide va…

Serious Games Market On Path To $8.1 Billion Revenues In 5 Years

Serious Games revenues are racing along on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting the industry will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market.  In 2017, global revenues will hit $3.2 billion, just for off-the-shelf products.
Sam Adkins, CEO, Metaari - Advanced Learning Technology Research, will provide highlights of his 96 page 2017-2022 Global Game-based Learning Market Report to attendees Tuesday, July 18, 2017 at Serious Play Conference, the annual gathering of the thought leaders in the industry, this year hosted by George Mason University.
Eight game-based learning buying segments are analyzed in the report: consumers, preschools, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies, and corporations
The report also lists more than 300 suppliers operating across the globe t…

NEW STUDY: Actual Implementations Of Short Curricula Games In The Classroom

Legends of Learning Founder Vadim Polikov partnered with Vanderbilt University to conduct “Substantial Integration of Typical Educational Games into Extended Curricula,” a research study that explores actual implementations of short curricula games in the classroom (please find also The Case For Short-Form, Low-Cost Educational Serious Games).

The study was published in the Journal of the Learning Sciences (JLS), a leading educational research journal and one of the two official journals of the International Society of the Learning Sciences.
The study is the first of its kind to produce deep, wide-ranging, and statically significant data across a large variety of game types. It not only validates curriculum-based games, but it does so in a large, multi-state, diverse study cohort over a significant time period.
The research study shows that when used as part of the curriculum, simple standards-aligned games increase lesson retention and student engagement, and improve academic performance.…