Skip to main content


Showing posts with the label Serious Games Future

Recruitment Serious Games To Catch The Attention Of Elite Students

SNCF, the French National Railway Group, is a unified public service company that generates €31.4 billion in revenue (33% outside France). With 260,000 employees in 120 countries, SNCF engineers are amongst the finest and over one thousand engineers and managers are recruited every year.
SNCFlaunched its first Recruitment “Serious Game” in 2013. “Défi Ingénieurs”, or The Engineer Challenge, was created in order to have students and graduates discovering SNCF engineer jobs.
At that point, TheEngineer Challenge was a role-playing game consisting of four challenges. Conceived by SNCF engineers, the challenges allowed players to discover complex situations they could come up with during their missions: building a viaduct, handling trains circulation on the same track, handling infrastructure physical limitations or even managing the operation in a snow storm. The “Serious Game” objective was to clearly present the diversity of engineering jobs available at SNCF.
Due to the 1st round success…

Games Mindset Increasingly Prevalent In Business & Education

Image: University of California, San Francisco (UCSF)
Two recent articles address the beneficial correlations between 1) games and business mindset and 2) gaming and education.
The first article “Gamification to become increasingly prevalent in the world of business” is authored by Marcus Thornley, Founder of Play Consulting, a consultancy and digital product innovation studio based in London and Dublin. In the article, he explores how gamification is re-wiring brains and shaping behaviors in society and business.
PERSONAL NOTE: Although I have always hesitated to embrace the "gamification" concept, I must recognize it has the merit of mitigating barriers to games adoption in the world of business.
Here are the highlights:
“By deconstructing what games actually are and by applying a games mindset to solve real life challenges in businesses, people can see for themselves just how powerful game approaches can be within business. And, more than ever, people can see how influential t…

UPDATE: VR Serious Games The Future Of Astronaut Training

Image credit: Boeing
Serious Games Helping Astronauts Learn How To Dock With The Space StationFollowing my August post VR Serious Game Could Define The Future Of Astronaut Training, dedicated to the Australian VR gaming studio who created the Serious Game Earthlight, Mashable reported last week that Boeing has now hired Opaque Space to help with future capabilities on a VR training system the aerospace company has developed for its forthcoming CST-100 Starliner capsule.
The spacecraft's primary function is to transport NASA astronauts and other crew members to and from the International Space Station.
The CST-100 Starliner virtual reality training system will supplement the physical Starliner simulator, and is a low-cost training method for astronauts. For Starliner, Boeing decided to look outside its research and technology hub in Brisbane for inspiration.
"We wanted to expand our vision and capabilities," Leighton Carr, Boeing research and technology engineer, explained. &…

VR Serious Game Could Define The Future Of Astronaut Training

Earthlight, built by game studio Opaque Space (a newly formed division of Australian Opaque Media Group) in collaboration with NASA, is one of the 2017 finalists in the 6th Serious Games Showcase & Challenge Australasia.

Earthlight is a narrative-driven “Serious Game”, telling a story only few people will ever experience - that of human space flight.  Earthlight is set in 2020 and follows the journey of Anastasia “Anna” Wiater, an Australian-American experimental physicist and her life as one of NASA's brightest and most talented astronauts.
The game gives players an authentic experience of space, immersing them in the tasks performed on the ISS, hundreds of kilometers above earth. It is built in collaboration with astronauts and the people who support and train them, providing players and simulation experts an exciting look at the authentic depiction of human spaceflight in Virtual Reality using readily accessible consumer technology.
“Through Anna’s eyes, players will experienc…

Are Serious Games The Future Of Executive Education Market?

Carbon capture laboratory at Imperial College London
Via: Financial Times
The Financial Times posted earlier this week an interesting article authored by Helen Barrett. Titled Business Schools Take A Playful Approach To Leadership - From kidnaps to oil rig disasters, Serious Games are helping to train executives,the article isnurtured by the belief that “What the modern employer wants from cutting-edge business schools is less talk and more action” and out of which we have excerpted the following particulars:
“As the dean of a leading business school in the executive education market says, companies are less and less interested in paying for executives to sit passively in classrooms listening to experts.
The future of executive education, says the dean, lies elsewhere. What the modern employer wants from cutting-edge business schools is less talk and more action — or experiential learning, as it is known. It is hands-on, it is demanding and it forces executives to rely on their wits. Most…

Jesse Schell To Predict Future of VR In Education at Serious Play July 25-26

Jesse Schell will put on his wizard hat to forecast just how important and how used VR will be in education at Serious Play Conference.  Below is the press announcement.
LOS ANGELES - June 2, 2016 - Jesse Schell, Schell Games, will talk about the hype around Virtual Reality and how that technology will translate into meaningful advances in educational and transformational games over the next decade at Serious Play Conference, July 26-28 at the Kenan-Flagler Business School, University of North Carolina at Chapel Hill.
Serious Play Conference speakers head some of the largest game-based developers/publishers or are faculty, researchers or lead serious game training programs.  Attendees range from master teachers to corporate heads of training evaluating or contracting for games for their organizations.  Serious Play is the only serious games conference that covers the whole market for game-based learning - education, healthcare, corporate, government, museums and many other uses.

A pre-c…

Games Have The Potential To Be Assessment Without The Test

In a recent article by Lee Banville, editor of, Dr.Kristen DiCerbo, director of eLearning at the Pearson Research & Innovation Network, states that “Games have the potential to be assessment without the test.”
DiCerbo's research program centers on digital technologies in learning and assessment, particularly on the use of data generated from interactions to inform instructional decisions. A senior research scientist, she has conducted qualitative and quantitative investigations of games and simulations, particularly focusing on the identification and accumulation of evidence.
DiCerbo admits that stealth assessments woven 'invisibly' into digital gaming environments is “a radical idea”, but it is one she believes in and with her background in the data and assessment tools available she thinks she has that potential to make it happen. She also believes we are at a key inflection point and we will arrive at a place technologically where we can gather da…

Serious Games: Fad or Future?

I had already addressed Wouter Grove’s Master thesis on the topic of "Serious Games" in my prior post Online Serious Games Delphi Expert Panel.
Wouter Grove CEO of Gamechangers Pty Ltd, a Serious Games consultancy based in Cape Town, is especially interested in the intersection of the trends of ubiquitous gaming, ubiquitous computing and social networks and has recently written an article for Human Capital Review - Game-Based Learning: Fad or Future?
In the article, Wouter maps the current gaming landscape and identifies the characteristics that social gaming develops in its players.
Here are the highlights:
Playing at work or working at play?
Some distinctive features of multi-player, on-line games such as team collaboration, problem solving, and group decision-making have caused a lot of interest from practitioners in business, government and the military. The engaging and fun nature of games can also have piqued the interests of academics and practitioners alike.
Gartner ide…