serious games: usefulness and integration to … fileambliopia (“lazy-eye”) - replacing...
TRANSCRIPT
DISCUSSED TOPICS• Who plays games?
• Which audiences are reached?
• Do they work?• Statistics and Figures
• How can we apply this?• Using games for medicinal and educational purposes
• noPills and examples
WIDER AUDIENCESThe average video game player is 35 Years Old
Under 1826%
18-3530%
36-4917%
50+27%
Percentage Age of Video Game Players
Under 18 18-35 36-49 50+
Consumers spent more than $22.41 billion on game content, hardware and accessories in 2014.
155 Millions Video Game players in America alone.
Households own a dedicated gaming console.
56 44
PERCENTAGE GENDER PLAYING VIDEO GAMES
Male Female
DO THEY WORK?
Business Students Economy Students Management StudentsWith Game 92 97 90Without Game 80 79 64
92 9790
80 79
64
Pass
ing
Mar
k
Type of Student
Passing Marks for Various University Students With and Without Games That Aid Study.
With Game Without Game
A2
Folie 5
A2 eLearn Magazine, an ACM Publication, (2015). elearn Magazine: Do Serious Games Work? Results from Three Studies. [online] Available at: http://elearnmag.acm.org/featured.cfm?aid=1661378 [Accessed 26 Aug. 2015].Autor; 26.08.2015
55,5
50
0 10 20 30 40 50 60
Percentage Pass
Percentage Pass for Maths Test
Without Game With Game
Dig Rush – Treating Ambliopia (“Lazy-eye”)
- Replacing conventional treatment options.- Educating others on theCondition.
A3
Folie 6
A3 A study by SRI international showed that students who used Dreambox Learning, a computer program with game-like learning resources were assessed 5.5 points higher (percentile) in a maths test than those who did not use Dreambox.Autor; 07.09.2015
NOPILLSPurity – A game for educating wider audiences on the effects of harmful pharmaceuticals in water.
FINDINGS• Participants were able to identify the differences in the
pollutants
• They were able to actively recall which pharmaceuticals should be paired with which treatment options
• They understood the issues of pharmaceutical pollution and how it is spread to the water supply – able to explain the issue to even those who had not played the game
• Participants actively engaged in research on how to treat the pollution in reality, and how much it costs
CITATIONS• Iacovides, Ioanna (2012). Digital games: motivation, engagement and informal learning. PhD thesis,
The Open University.
• ESA, (2015). 1st ed. [ebook] Entertainment Software Association. Available at: http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf [Accessed 26 Aug. 2015].
• Thecreativeindustries.co.uk, (2015). Market strengths and trends. [online] Available at: http://www.thecreativeindustries.co.uk/industries/games/games-facts-and-figures/market-strengths-and-trends [Accessed 7 Sep. 2015].
• Laird, S. (2012). Can Gaming Help Kids Learn? [INFOGRAPHIC]. [online] Mashable. Available at: http://mashable.com/2012/09/27/gaming-education-infographic/ [Accessed 7 Sep. 2015].
• e-Learning Infographics, (2015). How Games Help Students Learn and Teachers Teach Infographic -e-Learning Infographics. [online] Available at: http://elearninginfographics.com/games-help-students-learn-teachers-teach-infographic/ [Accessed 7 Sep. 2015].
• BBC News, (2015). Ubisoft's tablet video game combats lazy eye condition - BBC News. [online] Available at: http://www.bbc.co.uk/news/technology-31721672 [Accessed 7 Sep. 2015].
• Nhs.uk, (2015). Lazy eye - NHS Choices. [online] Available at: http://www.nhs.uk/conditions/lazy-eye/Pages/Introduction.aspx [Accessed 8 Sep. 2015].