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question(s): monitor(s) / career prospect(s) / game(s) / industry / research / education(s)

1 - current states of serious games in Netherlands
2 - global successful cases
3 - about the methods of creating serious games

create / learn / observe / play / topical media

current state:
The province of Utrecht formally stated creating games as its priority. Hence the Dutch Game Garden,
and the master program at the UU in Game and Media Technology. The Dutch Game Garden seems to be connected to all game programs in NL, because the UvA program (Game Studies) is also connected to it. I can't find a good Dutch example.

global succes cases, my 2 favorites:
https://guitarbots.com/ (5 mil users)
http://www.re-mission2.org/ (saves the lives of cancer patients)

Classical and operant conditioning is used a lot from psychology to maximize the reward systems in games. With regards to game conceptualization it's as fussy as always, there are 1000s of ways to come up with games. When it comes to analyzing a game (important for balancing and testing), things like the MDA model are taught to game students and ideas like ludology and interactive (and static) storytelling. Gender differences aren't taught, but should be taught.

1:  The Netherlands has a fairly unique applied/serious games industry. Being a small marketplace with a highly funded social infrastructure, has allowed many stakeholders in the field to come together and create a thriving industry. At the core the marked is unified in a limited number of stakeholders that have been working together for over a decade in creating highly polished and validated serious games. 

Not having had a large traditional entertainment games industry up until the last 5 years, Has meant that a lot of talent, and start ups have entered the field of applied/serious games. With leading companies and studios having been setup in the late nineties and early years of this century. This means we now have an industry with multiple companies with over 15 years of experience in healthcare, educational and corporate serious games. 

Additionally, many NGO's,Insurers, academic institutions, hospitals, and corporations have worked closely with local companies and government to create successful cases and productions, With a heavy focus on research, and validation. 

In this small market cooperation has provided many instances of advanced cooperation, sought after in other territories. 

Currently a phase of consolidation and expansion is actively boosting the dutch applied game industry beyond its local borders, including support as a keyfocus by the government in their ongoing effort to promote the creative industries of the Netherlands. 

2: Currently E-health and an intense cooperation between academic hospitals is providing several international cases for e-health focused games. With Games such as Gyphon Rider by grendel games as well as their internationally well-known laparoscopic training game underground. The Explorer by Little Chicken Game Company is another example of therapeutic games, in this case improving motor skills in visually impaired children by releasing a Nintendo Wii Title. Beyond that Grip by Ranj serious games aims to assist those dealing with diabetes. In the entertainment field we have companies like Ijsfontein who have develop Bafta award winning educational games as early as 1999. As well as Kenteq Craft by Little Chicken Game Company, which provides a full game-based courseware for apprentice technician training, which is gearing up for international distribution.

3. The methods commonly used in the Dutch industry, are commonly based on innovation and iterative processes, using a strict Scrum/Agile approach for instance to keep the development result focused. A major shared component between all studios in cooperation with Academic institutions for Validation research. Institutions, such as the AMC and Radboudt academic hospitals, as well as TU Delft all participate in long term research projects together with developers and stakeholders. With a high adaption rate of online and mobile technologies, the Netherlands offers a very high end test-bed for applied and serious games. And a heavy focus on Mobile has allowed the industry to adapt and be both content /research driven as well as technically capable. A large base of talent in game development has also made it possible for Dutch Studio's to stay away from the pitfulls commonly seen in serious/applied games of putting content/goals above gameplay and graphics. Dutch Serious/applied games tend to be very technically competent, with a heavy dose of Dutch Design and entertainment game influences.

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