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(305) New Voices in Serious Games
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Exciting work in serious games is happening in universities around the world. Furthermore, beyond the usual geographic strongholds for games and serious games there is growing interest in serious games but often we don't hear from such regions. This 90 minute session four projects features four never-before-speakers at Serious Games Summit talking about up-and-running serious games they've developed over the past year: 1. WINDS OF ORBIS : Active Adventure - Seth Sivack The WINDS OF ORBIS is the first action-adventure video game to combine dance pads with Wii remotes. The project is produced by a group of graduate students from the Carnegie Mellon University Entertainment Technology Center and has been underway since the spring of 2008. WINDS OF ORBIS team-member Seth Sivak will provide an overview of WINDS and the challenges of combining different input methods to create a unique active-gaming experience. 2. Off-The-Shelf Mods for Education, Safety, and Training - Robert Guest, Ph.D. student at Birmingham University in the U.K. will discuss projects utilizing off-the-shelf gam-engine technologies such as the Farcry engine. The applications address climate change education, remotely operated vehicle training and submarine safety awareness. Visualization techniques using games-based technologies will be the focus with some specific results from evaluation studies of the projects delivered as well. 3. AKRASIA : Using game metaphors to explore issues related to addiction This presentation by Doris Rusch provides valuable insights won through the development of AKRASIA, a single player, 2D game that was made by seven students in the course of the annual eight-week summer programme at the Singapore-MIT GAMBIT Game Lab. AKRASIA started with the wish for more profound game-play experiences. So far, most games are based on physical concepts - concepts whose elements can be directly observed and are readily understood, such as fighting, cooking, driving etc. For games to mature as a medium and expand their utility (from a serious games perspective), they need to start tackling less obvious ideas. What deeper insights can be gained from exploring the superficial? Of course, games need a physical surface otherwise there would be nothing for the player to do. But for games to be about more than running, jumping and manipulating objects, there needs to be something beneath that surface. The game's depth was achieved by basing it on an abstract concept - in this case ADDICTION - and by making it tangible via metaphors. This presentation gives an overview of how the development team applied the ideas about systematic metaphorical game design. 4. SIMPOP: Using a Serious Game to Demonstrate the Effects of Population Growth in the Third World In the Philippines, runaway population growth has contributed to growing poverty for many of the country's citizens. A Philippine foundation partnered with a local game developer to create a serious game illustrating the correlation of population development and economic prosperity. The Philippine Center for Population Development, a grant-giving foundation supporting population development projects, provided FlipSide Games (lead by speaker Gabriel Dizon) with a US $35,000 grant to create the SIMPOP game, a web-based casual game that aims to educate the Filipino youth about the correlation between population growth and economic prosperity. Modeled with real-world data, the game is presented as a casual city-planning simulation game (similar to SIMCITY) where the player, who controls a Philippine city must make decisions about growing the city in a manner that controls population growth while making the city prosperous and its citizens happy.

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