Serious Games & Social Connect 2013 (SGSC 2013)
Organization: Serious Games Association Singapore
Venue: Rendezvous Singapore
|Event Date/Time: Aug 26, 2013 / 9:00 am - (GMT +8:00 hours)||End Date/Time: Aug 28, 2013 / 6:00 pm - (GMT +8:00 hours)|
|Registration Date: Aug 26, 2013||Time: 08:00:00(GMT +8:00 hours)|
|Early Registration Date: May 31, 2013||Time: 12:00:00(GMT +8:00 hours)|
|Abstract Submission Date: Feb 01, 2013||Time: 12:00:00(GMT +8:00 hours)|
|Paper Submission Date: May 03, 2013||Time: 12:00:00(GMT +8:00 hours)|
“Subconscious Learning via Games and Social Media”
We learn best when we play. In recent years, several enterprises have realised the potential of using games to introduce concepts and ideas about their services and products using games and the social media platform. This was aided by the proliferation of mobile devices. As such, games are no longer ‘child’s play’. Working adults and seniors are beginnning to play more games.
At the same time, academic research in gaming technologies has recently witnessed a plateau in improving rendering, texture mapping, physics and artificial intelligence. Are there still areas which game technologies require more research? There is currently a change in focus towards the human users – user experiences, effective game storyboarding, human-computer interaction and optimal experience design.
With recent trends towards games for re-learning and consumer education in industries such as banking, governments, and healthcare, there is indeed a lot of potential to be discussed and tapped upon. On the other hand, are the disadvantages of games such as addiction and claims on links with violent teenage behaviours reduced or increased? How are games best designed to prevent these problems? What are the psychological learning processes within games and is there a template for successful educational games?