See all Sessions of the "Serious Games Track" at QUO VADIS 2017



Session Titlesort icon Track Session Type

20 Years of Serious Game Design, Does it Work?

Jan Willem Huisman (Ijsfontein)
Starting with a game for kids to learn physics in 1997, Jan Willem has designed over 500 serious games in the past 20 years. In his 30 minutes talk he will share what he has learned about the effect of serious games and how to implement them. How can serious games lead to real life results.
Business Talk

From Serious Game to Simulation: The Emergence of an Assembly Line Training Simulation Game

Dr. Simon Egenfeldt-Nielsen (Serious Games Interactive)
Sentio Simulations ApS is a spin-off from Serious Games Interactive, and have for the last years developed a simulation game-based tool that re-use engineering data to create assembly line simulation training automatically for example for Opel but also other manufacturing industries. The talks shares the story of the product from being a serious games towards a simulation game, and what we learned about focusing on business critical challenges, being reliant on content authoring, and the difference between developing games and tools.
Business Talk

Hands on: Talking and Brainstorming on Serious Games and Gamification

Thorsten Unger (Wegesrand)
Markus Herkersdorf (TriCAT GmbH)
Jan Willem Huisman (Ijsfontein)
Dr. Stefan Göbel (TU Darmstadt)
Dr. Simon Egenfeldt-Nielsen (Serious Games Interactive)
Nadia S. Zaboura (Zaboura Consulting / European Commission)
In this exclusive format, the audience will be divided into small groups of up to 8 people. As close to praxis, the speakers of the "Serious Games Track @ QUO VADIS 2017" will discuss and brainstorm solutions as seen from their specific perspective on serious games regarding science, collaboration, technology and consultancy. A workshop full of insights and ideas about practical application of game technologies and gamification. The workshop will be hosted and moderated by Thorsten Unger (Wegesrand).
other Workshop

Internet of Things and Gaming Technologies - How Does the Games Industry Benefit from the Digital Change?

Thorsten Unger (Wegesrand)
Dr. Simon Egenfeldt-Nielsen (Serious Games Interactive)
Jan Willem Huisman (Ijsfontein)
Dr. Stefan Göbel (TU Darmstadt)
Markus Herkersdorf (TriCAT GmbH)
The Internet of Things (IoT) and digital transformation will revolutionize the whole society. People will use big data, augmented reality, 3D-printing and many other technologies as daily setup. The speakers of "Serious Games Track @ QUO VADIS 2017" will discuss with Thorsten Unger, founder of innovation think tank Wegesrand, how IoT will effect the games industry. And even more: How will game technology and the philosophy of games affect and influence the way we live and work?
Science Panel

Status Quo Serious Games - Serious Games Technologies for the Creation, Control and Evaluation of personalised, adaptive Serious Games

Dr. Stefan Göbel (TU Darmstadt)
Stefan Göbel will provide an overview about the Status Quo of Serious Games. This includes grand challenges (economic and ethic-legal issues) as well as RTD aspects for the creation (authoring), control (personalization and adaptation) and evaluation (effects) of Serious Games. On practical side, selected best practice examples of Serious Games in the field of Games for Health and game-based leearning will be described.
Business Talk

Virtual 3D Worlds as Game Changer in the Context of Industry 4.0

Markus Herkersdorf (TriCAT GmbH)
Our business world turns faster and faster. Industry 4.0 means big data, AI driven services and more complex and accelerated processes. Complexity and speed require new skills, competencies and tools in order to successfully cope with this new working world and to benefit from. Gaming-technology-driven virtual 3D worlds in combination with simulation and AI provide a perfect environment to meet many of the requirements coming up with Industry 4.0 from competency-oriented learning and training to effective collaboration along the value-added chain to supporting new forms of service and business models. This talk offers an overview of the underlying technology (including VR/MR interfaces), of use cases including best practice (from a virtual 3D academy to complex simulation environments) and of current and future benefit of virtual 3D worlds in the context of Industry 4.0.
Business Talk

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