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Session Name:

Putting Games to Work

Overview:

Interactive games will change the future of work because new workers are drawn to serious interactions that parallel playful ones. New technology can extend game sensibilities beyond entertainment and training to games as entire workspaces that parallel the richness of real life augmented by compelling play in ways made possible only by computers.

This presentation draws on new research and case studies to show how games can be designed for serious work. The most important implication of putting games to work is enhanced productivity, collaboration and job satisfaction. The presentation reviews example applications in three categories: 1) embedding information work in current games; 2) borrowing or paying players in current games to conduct work; and 3) assigning games to employees as the primary context in which they do their jobs.

The presentation includes examples of games for call center representatives, team selling, security, surveillance, medical diagnosis, and scientific collaboration.

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  • GDC 2006
  • Rob Martyn
  • Electronic Arts
  • Byron Reeves
  • Stanford University
  • free content
  • SGS: Serious Game Design
  • Serious Games