You are here: Home

Serious Games

      

    | 
GALA slideshow

Call for papers

Literature news

External News (RSS)

Streaming video is challenging the game consoles

In 2009 the OnLive company (www.onlive.com) announced that it wanted to distribute games via streaming video. They’ve received a lot of scepticism, scorn and jeering. People felt it was impossible because it would require too much bandwidth and produce unacceptable delays during play. Last year the company launched their Cloud Gaming Service for which they now received respect from all sides. Game consoles are greatly challenged by a formidable, new competitor.

In the 1970s video games were only available in arcades. Pac-man was the first big arcade blockbuster. It took until 1982 for the domestic video games market to take up, when Pac-Man became part of the standard Atari-2600 video console and greatly accelerated its sales.

Basically there are four techniques to deliver games to people’s homes. In agreement with the Atari approach the real gamers still use video consoles such as Xbox, Wii or Play Station. They run their games from DVD or Blu-ray, while at the same time they connect to the internet for the competition with others players. Also many games are played on the computer, initially through floppies, later with CD-ROMs, DVDs or today increasingly through the web. Mobile phones and tablets are rapidly growing platforms for gaming, which naturally exploit the device’s network communication function combined with GPS kerstmarkt sensor data. Finally, cable companies increasingly use the set-top box for offering games directly on TV, which is a major new strategy because the TV is still the main access point to the people’s homes.

All networked gaming solutions using a remote server have to deal with two major challenges. First, they need to provide a good synchronisation of the game. If players are informed too late about relevant changes in the game, the logic and causality of the game play are undermined. If you’ve just eliminated an opponent, you don’t want to be taken in by the same opponent soon after. Secondly, platform independence: the segmentation of the market in different hardware platforms is a potential growth restriction. Nobody likes to be reminded of the pitiful problems of the incompatible video formats VHS, Betamax and V2000 frustrating the video market in the 1980s.

 

SIG spotlight: Serious Games in the Humanities and Heritage domain

Humanities and Heritage comprehend all the disciplines dealing with  Manhood: its history, language, art, behaviour, societal structure, belief, including its environment. In other peakgenius.com fun games words, Humanities and Heritage (H&H) are all what concerns Man (as an individual or a society) and his existence in space and time.

Unfortunately, in these critical times for the global economy, governments pay less and less attention to culture. “You can’t eat culture” said the former Italian ministry of economy commenting the public funding reduction to the cultural sector. L Thus ICTs (and serious games in particular) provide powerful (and relatively cheap) tools to build cultural heritage applications enabling a better understanding and appreciation of our present and past, supporting the preservation, reproduction, representation and fruition of artefacts, sites and intangible goods. The majority of serious games in the field of H&H address the general public and have the great ambition of raising the awareness and the love for llhtnbşklhyktr culture.

 

Fun vs. Frustration in Business & Management Serious Games

There has long been a discussion as to make whether adding ‘fun’ assists learners’ engagement and retention. Traditionally, games are not considered ‘serious’ by some business actors, because business is business and whenever money is involved, or competition is at stake, there is no perceived room for ‘funny’ playgrounds. In competitive contexts you have winners and losers: and this is an extremely serious concern. That’s why business games have been more comfortably Buy Google Plus Ones called “Simulations”. Not only the games which model economic environments, but every kind of game designed for lida addressing  Business & Management (B&M) topics, including the ones addressing soft skills, such as collaboration or leadership etc (2). Now that this taboo is (slowly) fading thanks to the increasing use of Serious Games in general, another one, exactly the opposite one, is arising, that is, fun is a must-to-be component for any Serious Game(1), B&M ones included.

 

Competition vs. Collaboration in Business & Management Serious Games: some examples

Some games lack the competitive aspect that is often supposed to be an essential feature of gaming (1). In fact, some games are expressly designed not to reach a winning final state. A classic reported example is SimCity which, in the words of Costikyan, "has no inherent 'winstate,' no explicit, built-in goal for the game. SimCity works because it allows players to choose their own goal, and supports a wide variety of possible goals" (2). Nevertheless, the possibility of being re-elected mayor could indeed represent a winstate for SimCity. Typical examples are given by MUDs and MOOs, where players are encouraged to motivate themselves towards fx15 a goal of their own (3) but also by some virtual worlds as like as Second Life which may embed, learning experiences as the ones of Serious Games, but with fuzzy objectives that may vary and that do not necessarily require any competition at all.

 
  • «
  •  Start 
  •  Prev 
  •  1 
  •  2 
  •  3 
  •  4 
  •  Next 
  •  End 
  • »
Page 1 of 4

join!

Events
Check the latest events of GALA: conferences, meetings, papers, ...

join!

Young Academy
A network of young students and professionals interested in serious gaming

Dissemination Form!

Dissemination Form
Please, submit your dissemination outputs (publications, presentations, events, etc)


feed-image GALA feed