Revenues from education and training programs based on hands on, experiential learning or “serious games” are rapidly climbing and will hit $3.5 billion in 2018, according to industry analyst firm Metaari. In fact, Metaari predicts a 37.1% CAGR growth rate for game-based learning products over the next five years, which will quadruple industry revenues to more than $17 billion by 2023. Metaari’s new 2018-2023 Global Game-based Learning Market report provides revenue forecasts for 7 regions, 39 countries and 8 buying segments and identifies the leading companies – more than 900 game developers competing in the 122 countries – as well as … Continue reading Global Game-Based Learning Market to Hit $3.5 Billion
The Serious Play Conference that ran from July 10th through 12th in Manassas, Virginia drew in attendees from all over the country, all excited to learn about how gamification is changing how we do things.
Dr. Edward Metz leads education technology programs at the U.S. Department of Education’s Institute of Education Sciences. In addition to promoting educational and learning games, he is always on the lookout for worthy programs in need of government funding.
Four university-affiliated studios have won awards in the International Serious Play Awards for games designed for use in education or training. Students at Carnegie Mellon’s Entertainment Technology Center (CMU ETC) won the only Gold Medal. Silver medals were won by students at Stanford and CMU ETC. Bronze Medals were won by students at DePaul University, Bradley University and CMU ETC. Gold Medal Games: CMU ETC’s Gold Medal game, Prism, is a transformational web browser game designed for 3rd and 4th grade children to promote empathy for individuals with autism. Silver Medal Games: Stanford’s student game, You Left Me, is an … Continue reading Serious Play Student Game Award Winners Announced
Daniel Greenberg grew up playing Dungeons and Dragons and creating fantastic worlds. Then after college he worked on some of the most iconic RPGs and videogames ever made. Today, his games help those struggling with health problems and other serious issues.
Fourteen serious games designed for use in K12 or higher education have been cited for excellence in the 2018 International Serious Play Award Program. Entries in the competition doubled and judges cited vast improvement in the quality of the serious games entries over 2018. Gold Medals were awarded to: • Slice Fractions 2, an intuitive puzzle game from Ululab that lets K12 students discover important fractions concepts, built in cooperation with the UQAM university • To Be a Whale, an educational exploration game created by from Lohika ApS where K12 students learn to code by controlling the movements of a … Continue reading Fourteen Games For Education Win Serious Play Awards Competition
Jesse Schell was one of the first developers to recognize the power of serious games when he founded his company, Schell Games, back in 2002. Today, it employs over 100 people, and works on some of the most interesting serious games around, right alongside its other original, purely entertainment based, titles.
Entries in the International Serious Play Award Competition for college or high school student-created learning games are due May 15. The award recognizes outstanding examples of student created table top or digital games or simulations designed for use in education or training. Games created for business or vocational training, government or healthcare training or games for K12, higher education or museums may be submitted. Winners will be honored at Serious Play Conference Events. Learn how to enter your game at: https://www.seriousplayconf.com/awards/ Events: Serious Play Conference 2018
Over one hundred thought leaders in the burgeoning serious games market will be attending and speaking at the 2018 Serious Play Conference in Washington, D.C. this July. The show will include a five-year forecast showcasing where this part of the game industry is headed.