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Subject: FW: The Serious Games Summit at GDC, Ben Sawyer interview
Earlier this season, we had a thread on the application of games technology, specifically RPGs, to business applications and decision systems. The following is relevant to that thread and indicates that this indeed is a 'serious' market for our technologies. FYI. len From: GDC Update 2004 [mailto:gdcupdate@info.gamanetwork.com] The Serious Games Summit is a two-day event covering the intersection of games, learning, policy, and management. Today, major corporations, government and military institutions, foundations, educators, and non-profits are turning to interactive technologies as an approach to problem solving. The result is a new field where computer and video games are applied to "serious" purposes rather than entertainment. This represents a growing financial outlet for game developers, where projects can produce a social return in addition to an economic one. The Serious Games Summit agenda is designed to address areas of concern to: professional developers who want to develop new business in this emerging market; educators and gaming advocates looking at new ways to utilize interactive game technologies; and representatives from corporations, the government and non-government organizations who are looking to fund and utilize game projects to advance specific needs. Attendees of the Serious Games Summit will learn how extensive the application of games and game technology is and can be outside of the traditional use of entertainment. Attendees will also gain considerable hands-on insight on how to successfully launch new serious game projects and advance things beyond the experiments and pioneering endeavors that have taken place so far. This includes developers learning how to attack new markets, and potential users obtaining a much deeper level of understanding on how to make their projects, past, present, and future much more successful. Ben Sawyer was the producer for The Alfred P. Sloan Foundation's Virtual U project. He is the co-leader of the Serious Games Initiative, and works on a number of game-based projects via his Portland, ME based firm Digitalmill. His Op-Ed piece, "Gaming Our Way to Our Better Future," appeared in the June 2003 issue of Game Developer magazine. Sawyer is also the volunteer producer of the Serious Games Summit. Q. What kind of interactivity applications will attendees be seeing at the Serious Games Summit? Ben Sawyer: I think people will be very surprised at the range of applications that have been developed or are in the process. We've collected a number of products from one on building homes, to another that helps people overcome phobias. The range of budgets, production values, content, and time-to-build is amazing and I think when developers see the opportunities that have happened and will happen they'll find a lot to be excited about. Right now we're planning on showcasing five or six products during a show-and-tell session. More importantly, in between sessions there will be a lot of laptops open on tables with people demonstrating their products and ideas. The Summit aims to do four things. First, we're throwing down the gauntlet. Games are here and they're capable of making this non-entertainment segment a true industry. Second, we're going to educate developers about how they can become successful serious game developers. Third, we're going to educate the customers. We're going to show them what games can do, and do really well, and we're going to show them past efforts that successfully solved problems. Finally, we're going to use this opportunity to not only make the industry healthier, but to make a better world. Q. How do these games differ from entertainment products? BS: Serious Games have a mission entirely apart from entertainment. The motivating factor can be to learn something, to analyze and explore an idea, to improve a skill, or to get healthier. This can involve entertainment as well but that's not the mission. I was once asked, why I was working on a game about university management? I said that if more people played Virtual U they might become better more enlightened managers. If in some way this meant that their institutions ran just that tiny bit better, a child would get a better education, be it one that was cheaper, or better run, or more enjoyable. The game was a means to a more purposeful end. Serious game titles have needs for different distribution schemes, different business models, and different features. Sometimes the market also requires lower-specs because many potential users aren't running around with Alienware desktops. So there are unique needs and challenges, which is fun for developers who want a change of pace. We'll be covering all of this at the summit. Developers will get a crash course in a new business - the serious games business. Q. Can you describe a scenario where the US government has used a serious game to solve specific problem? BS: Absolutely. I'll describe one short one, and a longer one. The short one is America's Army. The office in charge of developing and promoting America's Army says the total cost is 1/3 of 1% of their total advertising budget and it's by far dollar-for-dollar the BEST money they've ever spent. People should get a true walk through of the game because until you do you don't have any idea how well it tells the story of what it means to be an Army infrantryman. The game codifies the Army's practices and honor principles and, as I've seen when I sat for a walk through, it really does make it easier for potential recruits to sit down and understand what is headed their way. Today, almost 20% of the Cadets at West Point have played America's Army before they got there. That's surely going up and I'd suspect on the regular grunt side the story is the same. The longer story I'd tell is about a new product currently under development at Breakaway Games which is a well known commercial game house based in Hunt Valley, MD. Breakaway is doing a game called Incident Commander for the Justice Department, which will help municipalities and county governments around the country simulate virtual incidents like a chlorine gas spill, or a school shooting, and they must respond. You can block roads, call in EMTs, evacuate areas, call in federal agencies and more. Think of it as SimCity's disaster mode on steroids. Unlike basic training, which you can do without a computer, Incident Commander lets you simulate things that are hard to do in real life. Disaster drills are expensive to do and many localities can't afford them. 75% of the nations firefighters and EMTs are volunteer departments. For the first time, these people, people we count on daily to keep us safe, will be able to use a product from a game developer and practice their decision-making response skills in a game-like environment. I think we'll see an updated version at the Summit and Doug Whatley, CEO of Breakaway will be speaking on the design panel. Q. What is the most interesting/offbeat use of a serious game application? BS: There is a very interesting game I am sworn to secrecy on that I hope will be announced at or near the summit. To say a little more, I think it has the chance to help change the world as we know it. I'm excited about some ideas we recently kicked around with the New York Fire Department which taught me how close we are to being able to take commercial games like Command & Conquer and mod them into useful game tools for various needs, be they public or corporate interest projects. There is an environmental detectives game, which is a PDA/Wi-Fi based application being developed at MIT. As for offbeat, I'd say Catch-the-Sperm, which was done to promote AIDs awareness, was pretty offbeat when I first saw it. The VR Phobia center has modified Half-Life where you can go around and attack giant spiders and they use this to help people who have arachnophobia. When you hear about how phobias like this can truly create life problems for people, and how a game can change that, you realize offbeat to you and I is like a nail-on-the-head for someone else. Let me finish with yet another story... Barry Joseph from Global Kids told me when he asked a bunch of kids to think of some serious games, one kid wanted to do a game about racial profiling at airports. That isn't offbeat but it definitely made me realize that the ideas people have can envelop so many diverse perspectives. In a time when people are concerned about the originality in games, maybe it will be serious projects that will give us games that strike new chords in our minds and hearts.
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